Game Xbox Wire

Game Xbox Wire


’90s Arcade-Inspired Beat ’em up Mayhem Brawler Launches August 19

Posted: 18 Aug 2021 04:00 PM PDT

Would you like to read an urban-fantasy-themed and deeply narrated comic book while playing video games in the meantime? If your answer is Yes, I am happy to tell you; Mayhem Brawler is here for those who crave some first-class nostalgia!

Nostalgia homecoming

Mayhem Brawler is an urban fantasy-themed beat 'em up that brings back the ’90s arcade vibe to your home. With comic book art style and its unique storytelling, it will be a riveting journey, as you beat up bullies and read the issues of Mayhem Brawler. You will be in control with Trouble, Star, and Dolphin, the three front-runner metahuman officers of super-powered law enforcement agency Stronghold.

Mayhem Brawler

As you go on patrols to investigate Mayhem City's darkest corners, a sequence of events will alter the fate of your odyssey. "In the day of a super-powered law enforcer" was the core idea when we started developing Mayhem Brawler. Unlike the classic beat 'em ups where you "save the girl, be the hero of the day,” you will be working with heart and soul in the name of protecting the Mayhem City. The notion of saving the whole neighborhood is more fitting for a True Superhero!

Sinister Thirty

Another refreshing addition that makes Mayhem Brawler stand out is the enemy variety. Since our creative director formed an urban fantasy-themed universe, everything was fair game. Sharp-toothed and clawed lycanthropes, rich and fearsome vampires, firearm and knife conjuring wizards the list goes on! We even have "Mejins" who came from another dimension and possess spectral powers. Our minions have individual looks to make them feel unique as well. Each opponent has specialized traits, abilities, and attack patterns for you to be careful with. For instance, Mejins can hurl Spectral Blasts from the other side of the screen. You better arrest them before they zone you from the other side of the streets.

Mayhem Brawler

Destiny is not a matter of chance; it’s a matter of choice

Minions of Mayhem Brawler are not the only subject matter when it comes to originality. Thanks to the gigantic lore written for this project, we created a "choices matter" progression system and levels entirely different from one another. Arcs will be represented as comic books, making you choose your wanted issue after you clear the stage, and experience your own story. Every level has its distinct themes, stories, opponents, and Bosses who are related to your choices and the story as well.

Out of twelve stages, you will go on seven patrols in one playthrough. Our officers will face three different endings and unearth the dark mysteries of the story depending on your choices throughout your patrols. We hope that this execution will raise the replayability and make the journey feel unique to players. It sure is amusing to talk about what sort of adventure you've experienced with your friends and theorize about the future of that story. The game will offer couch co-op multiplayer as well. You can tag along for the patrols with your colleagues and help them out as you uncover the mysteries together. One thing to note is that there will be an option to activate "Friendly Fire" in the character select screen. Yes, you can throw barrels at your colleagues. Perfect for ruining friendships!

Mayhem Brawler

It’s super effective!

Speaking of throwing barrels, our combat mechanics might feel pretty familiar to the veteran players. We have our bread-and-butter jabs, distinctive to every officer. Special Defensive and Offensive abilities to spice up your combos. Dash, Dash Strike, and Dash Jump Strike for a more mobile engagement. And utilizable weapons. Currently, these are all known mechanics from the classic beat 'em ups that inspired us. But implementing the RPG-Like "Condition Effects" was our fresh take on the genre. Specific moves, abilities, and weapons will leave the target with particular condition effects such as Dazed (suppresses the countering capabilities of your enemies) and Bleed (your target takes additional damage from attacks) to give you advantages in combat. Using these effects will help you achieve better damage potential and faster stage completion, meaning that you will get higher scores upon beating the game. The bigger the better right?

End of transmission

It was a long two years from the moment we've started to give life to this project. Hero Concept has always been a big fan of comic books that told unforgettable stories and timeless classics of arcade games. Fusing two subjects we love together was a dream come true moment for us. We hope that you enjoy the Mayhem Brawler's dark yet amusing story filled with pop culture references, as you beat up bullies to a pulp. The game releases tomorrow on August 19 for Xbox One and Xbox Series X|S.

Heroes are made by the path they choose, not the powers they are graced with. You can be a hero!

Xbox Live

Mayhem Brawler

Hero Concept

$19.99
Mayhem Brawler is an urban fantasy themed beat 'em up that brings back the 90s arcade vibe to present day. With comic book style art and kick-ass soundtracks, it offers a unique experience that you can tackle solo or as co-op with friends while defining the next step in the story with your choices. TO PROTECT AND SERVE While answering a routine call on a patrol, Dolphin, Star, and Trouble -the most popular officers of the super-powered law enforcement agency, Stronghold- find themselves in a sequence of events that will alter the fate of the entire city. EXCESSIVE FORCE Let's get one thing straight; if you ever think that a day in the life of a super-powered law enforcer is easy, you couldn't be more wrong, as there are greater threats than street gangs in urban fantasy themed Mayhem Brawler. Using your arsenal of combos and special abilities, you and your co-op teammates should make life miserable for those super-powered criminals, fend yourself from the fury of werewolves, resist the hexes of street wizards and confront the megacorp led by vampire houses that enforce their goons to do their dirty deeds. THE MAYHEM UNIVERSE Comic book inspired hand-drawn backgrounds and frame-by-frame animations coupled with a kick-ass soundtrack will deliver a jolt of adrenaline to your controller. With the choices you make, you will shape the flow of the story and finally reach one of the three different endings in Mayhem Brawler universe, where each corner has a story to tell.
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10 Minutes with the Creator of Twelve Minutes
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10 Minutes with the Creator of Twelve Minutes

Posted: 18 Aug 2021 02:00 PM PDT

Recently, the team at Xbox Wire France had a chance to sit down with Twelve Minutes Creator Luis Antonio. Now on the eve of the game's release for Xbox One, Xbox Series X|S, and PC with Xbox Game Pass on August 19, Antonio shared details on the influences of the game, why this medium is perfect for the story he wanted to tell, and how he hopes this game may attract and be accessible for people who don't normally play games.


Q: How would you describe Twelve Minutes to somebody who has never heard of it?
A: Twelve Minutes is an interactive thriller about a man trapped in a time loop, A bit like the movie "Groundhog Day" or "Edge of Tomorrow."

The premise is that you come home from work and are having an evening with your wife, then a cop shows up at the door and accuses your wife of murdering her father years ago. You try to intervene only to get knocked out and suddenly waking up back at the start of the evening.

From there, you must use the knowledge of what you know is going to happen to try to change the outcome and break the loop.

Q: What are the influences behind the game?
A: On the game side of things, one of the main inspirations is the classic point-and-click genre pioneered by the likes of Ron Gilbert and Tim Schafer with games like Monkey Island or Day of the Tentacle. They allow you in this rich variety of interactions while keeping the narrative relatively open. Others are old-school classic platformers with a strong aspect to the storytelling, like Jordan Mechner's Prince of Persia or Another World by Eric Chai, where they managed to create this sort of cinematic blend between gameplay and storytelling.

On the side of movies, I was inspired by how some directors can use all the tools at their disposal to tell a story, from the camera, set design, lighting, music, etc. A good example would be Hitchcock, in "Rear Window," and how he framed the whole experience from the balcony, forcing you to interpret what is happening from the same point of view as the protagonist. Another one would be Christoper Nolan in "Memento"changing the timeline in which we see the story to convey the main character's memory problems.

Twelve Minutes – August 19 - Optimized for Xbox Series X|S ● Smart Delivery ● Xbox Game Pass

Q: Your story could have been told with a movie for instance, why did you choose the game medium to bring it to life, how is it different from other media?
A: I'm not sure of that. This was designed to be experienced and for you to be an active participant, after all, it's an interactive medium. There is a constant dialogue between the player and the experience you're going through. You are given these sets of verbs and you use them to express yourself, and this simulation changes based on how you play.

In a film or a book, the timeline of events is always going to be the same, you are unraveling the information in your head, but you can't change any of it based on what is happening.

Q: The time loop is always tricky to handle, what does it imply for you in terms of storytelling?
A: I personally found it more liberating especially considering the medium I'm working on.

Games by nature are time loops – every time you make something the game considers a 'mistake' or incorrect, you are usually sent back to the start of the level and must repeat it.

And here that can be naturally incorporated as part of the narrative. The way games penalize you for your mistakes ends up being as valid as what is usually seen as a progression, you're accumulating knowledge that will help you later. The repetition element becomes in a way liberating and reinforces the aspect of experimentation and being rewarded to do so.

Q: You said that you wanted to attract people who do not usually play video games, how do you do that? Do you also want to appeal to core gamers and if so, is it difficult to make a game targeting multiple audiences?
A: I think targeting non-gamers does not affect the appeal of the title to core gamers in any way.

The goal was to make something that is accessible in the way you interact with it but without compromising the experience, puzzles, or gameplay.

Everything you expect in terms of challenges and complexity is still there, but just more accessible, removing struggles like dealing with a first-person camera or having a complex set of controls to interact with the game environment.

Q: Why did you choose the top-down view for the game? How do you manage to convey emotions through this perspective?
A: At the start, the top-down was used because it was easier for me to design the game since I was learning to program at the same time. Only 2-axis for movement and no need to figure out camera controls.

As the game developed, I never found a reason to change the camera angle. It makes it easier to navigate, I don't have to deal with detailed facial expressions that consume a lot of development time, and the tech isn't quite there yet especially for narrative-heavy games.

Eventually, it became a signature for this title. You can tell immediately when a screenshot is from Twelve Minutes. On top of that, it fits with the themes I'm going for, creating a claustrophobic and voyeuristic perception of the events as you play the game.

As for the emotional aspect of it, we realized that by only having body movement and voice acting, you end up imagining how they must be feeling as they interact, making the whole thing more personal.

Q: The voiceover is done by a star-studded cast, was that important in your opinion?
A: The gameplay works without voice acting, but the premise revolves around you caring about what happens to these characters, shaping what you decide to do. We also wanted to bridge the gap between film and games, in the sense that this is an interactive thriller, and the narrative is not just a cutscene but tightly weaved into what you are doing. So having this amazingly talented cast helped us get closer to both these goals and elevate the material at the same time.

Q: What do you think about Xbox Game Pass as a gamer and as a developer?
A: As a consumer, services like Netflix or Spotify are kind of the way to go. It makes it easier to choose what you want to consume and try things you otherwise wouldn't.

And Xbox Game Pass is the same way, you can browse such a varied catalog and risk leaving your comfort zone and hopefully find some gems you would have missed otherwise. As a developer, I'm glad that we have this larger audience that will be able to experience the game.

Q: How excited are you to have fans finally experience Twelve Minutes when it launches on August 19?
A: I'm very excited. It's been a long road but we're finally here. The journey has been a lot of fun and I love developing games, but they are meant to be played and that is finally happening!


Twelve Minutes will be available Thursday, August 19 for Xbox One, Xbox Series X|S, PC, and with Xbox Game Pass.

Xbox Live

Twelve Minutes

Annapurna Interactive

$24.99
TWELVE MINUTES is a real-time top-down interactive thriller with an accessible click and drag interface. Featuring James McAvoy, Daisy Ridley, and Willem Dafoe. What should be a romantic evening with your wife turns into a nightmare when a police detective breaks into your home, accuses your wife of murder and beats you to death… Only for you to find yourself immediately returned to the exact moment you opened the front door, stuck in a TWELVE-MINUTE time loop, doomed to relive the same terror again and again… Unless you can find a way to use the knowledge of what's coming to change the outcome and break the loop. TWELVE MINUTES blends the dream-like tension of THE SHINING with the claustrophobia of REAR WINDOW and the fragmented structure of MEMENTO.
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’90s Arcade-Inspired Beat ’em up Mayhem Brawler Launches August 19
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Cook, Craft, and Battle in the Tales of Arise Demo

Posted: 18 Aug 2021 12:00 PM PDT

Summary

  • All 6 playable characters are available to try out in the demo: Alphen, Shionne, Rinwell, Law, Kisara, and Dohalim
  • Each character has a unique Boost Attack to help you defeat enemy types that you'll encounter.
  • Get the demo to unlock a special Hootle Attachment for the full game out on September 10, 2021.

Get a glimpse at a story of liberation and encounter strategic gameplay scenarios with all six playable characters in the Tales of Arise demo, available now for Xbox One and Xbox Series X|S, in this next chapter of Bandai Namco Entertainment's renowned Tales Of series. Here's a quick preview of what you'll see and experience in the demo's preview of the story and gameplay.

Featuring a cast of six diverse characters as your playable party who each possess unique artes, perks, and gameplay elements for you to skillfully learn! Start the demo with any character and switch between different ones during combat to try different styles of gameplay or utilize a new combat element, Boost Attacks.

Tales of Arise Demo

Boost Attacks are distinctive for each character and are helpful in battle to fight certain enemies that prove to be more challenging to conquer. To use Boost Attacks, characters must gradually build up the dedicated gauge in battle over time to deal a powerful blow to opponents. Each Boost Attack has a special advantage for each character:

  • Alphen: Deal break damage by swinging his fire sword
  • Shionne: Strike down aerial enemies
  • Rinwell: Steal arcane artes and prevent enemies from casting
  • Kisara: Block enemies' charges and knock them down
  • Dohalim: Ensnare enemies which will help with faster enemies
  • Law: Break through enemies with shields or armor

Strategically use these Boost Attacks in battle to overcome powerful foes and find your path to victory. Combine attacks and inflict a significant amount of damage in battle, you might unlock special Boost Strikes to deal an immense blow to your enemies!

When enemies are low on health and the battle is in your favor, team up with other party members to execute a devastating Boost Strike, which is especially helpful in encounters with giant enemies or bosses.

Tales of Arise Demo

Giant enemies are high in difficulty but can also drop rare items and a lot of experience points for your party to make it worth your time! In the Tales of Arise demo, your strength will be tested against the Gigant, a giant zeugal. Pro tip: if you're having trouble winning against the Gigant, go to camp to cook a meal for buffs and recover your CP (Cure Points).

You may notice a new meter in the demo for CP. These points can be used to recover the health of your party but use them carefully! CP does not restore over time; instead, rest at camps or inns, or use consumable items to restore them. To be in optimal condition for battle, make sure your CP is topped off before facing tough enemies.

For longtime fans of the series, beloved features like cooking and crafting have been developed even further for a deeper experience! Gather fresh ingredients throughout the map to cook different meals at camp. Need a specific type of buff for an extra edge in combat? Cook certain meals and temporarily gain that buff to improve your abilities in battle — depending on who cooks, there may be additional effects! You might even unlock a unique skit with the right combination. 

Tales of Arise Demo

By gathering certain ores throughout the world of Tales of Arise, you can also craft different items and forge accessories in the demo. The grade of the ores effects the number of bonuses you'll receive, so keep an eye out for rare ores to craft even better accessories!

Download the demo to get a special Vacation Hootle DLC to use in the full game when Tales of Arise arrives on September 10! Pre-order and receive the Pre-Order Bonus Pack, which includes unique costumes for Alphen and Shionne, 4 special recipes, and ingredients to kick off your journey with powerful buffs (and a full belly).

Xbox Live

Tales of Arise Demo Version (Xbox Series X|S)

BANDAI NAMCO Entertainment America Inc.

14
Play a portion of Tales of Arise for free! Discover brand-new elements, as well as old favorites that have been refreshed, as you explore a part of the world from the full game. Includes the following bonus content for the full game: Vacation Hootle Doll. • Thrilling Battles Return Team up with a cast of charming characters and engage in battles together. The series' trademark action RPG combat returns as you engage a host of enemies with unique traits to uncover and exploit. Combine forces with your allies using Astral Artes and other attacks to take down even the fiercest foes roaming Dahna with big, hard-hitting combos! • Freely Explore Dahna Venture through a lush world brought to life by the game's Atmospheric Shader. Get into spirited conversations with other party members as you roam from place to place, leveling characters up and gathering items along the way. When you need some down time, set up camp in the great outdoors and cook delicious meals for your party to eat. In Tales of Arise, many series staples fans have come to know and love are back and are even more plentiful and varied than ever, just waiting to be unearthed! *The contents of the demo have been edited and differ from the final game. *Some features are unavailable in the demo. *Progress and character levels do not carry over to the full game.
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