Fortnite Festival Season 3 x Billie Eilish - Official Trailer

Fortnite Festival Season 3 x Billie Eilish – Official Trailer

Fortnite Festival Season 3 x Billie Eilish - Official Trailer

You’ve seen her in a crown, now see her in Fortnite. Award-winning artist Billie Eilish is the Icon of Fortnite Festival Season 3!

Season 3 sounds off today and ends June 13, 2024, at 9 AM PT. During this time, keep up the tempo to unlock new Instruments, Jam Tracks, and other items in the Season 3 Festival Pass, which has a free reward track and a Premium Reward Track upgrade.

Feel a surge of boldness with the Premium Reward Track — upon purchasing this extra layer of unlockable rewards, you’ll automatically receive the Green Roots Billie Outfit!

https://www.xbox.com/games/store/fortnite-festival/9MZL842T57QN

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Upcoming and Available Xbox Games in Wired Direct 2024

Upcoming and Available Xbox Games in Wired Direct 2024

Hello there! I’m Leo Zullo, Co-founder and MD of Wired Productions and we really love indie games.

Today my team hosted “Wired Direct ’24”, our blockbuster indie showcase where we revealed free updates for the games you already love – release dates for the games you are waiting to love, and announced one that youre going to love. If you caught the show live – you rock, but if you didn’t then let us bring you up to speed.

Gori key art

Kicking off the showcase we dropped the release date for Gori: Cuddly Carnage. Those of you who played the demo during the Xbox Winter Showcase (where you left it with five-star reviews and more hype than you can shake a bag of catnip at) will be intimately familiar with the unique brand of carnage that Gori brings to the table. But if this is the first time you’re seeing our feline friend – let us sum it up for you.

You’re a cat. On a hoverboard. Fighting unicorns.

Gori glamor shot

Obviously there’s way more to it than that – it looks fantastic, has a bone-shaking soundtrack and a surprisingly heartfelt story, but at a base level it’s the fever dream neon drenched marriage of Sunset Overdrive and Devil May Cry with a splash of Conker’s adult humour for good measure that you didn’t know you needed – wrapped up in a disturbingly cute and violent package. And more Importantly – It’s launching on August 29, 2024 and you can pre-order right now!

Karma key art

Up next we announced Karma: The Dark World – A psychological thriller drenched in abstract Lynchian imagery, intense horror, jaw dropping Unreal five visuals, set in an alternate history take on a dystopian post war Germany.

Karma T heads

There’s a lot we could tell you about Karma: The Dark World, but honestly, the trailer will give you none of the answers and leave you asking ‘what the hell?’ and wanting to know more – which is right where we want you to be right now – take a trip down The Rabbit Hole.

Lumote Key art

We think we better try to settle pulses a little after that one, so next we’ll take a dive down to the Great Depths and check up on Lumote. Originally released on Xbox back in ’22, Lumote: Mastermote Chronicles is a beautiful 3D puzzle platformer with a reactive, mesmerising soundtrack that stole our hearts.

Lumtoe screenshot

Now, two years later, we are providing a free next-gen update for Xbox Series X|S – and this time you can bring a friend! With a visual overhaul and brand new co-op mode coming that lets you squish, bop and bounce with a companion by your side. Together, you can take control of the world’s inhabitants on a quest to seize control of the Great Depths from Mighty Mastermote! The free Companion Mode and Next-Gen Update is coming soon to Xbox.

Upcoming and Available Xbox Games in Wired Direct 2024

Finally – we take a trip back to the Great Ursee – A world that will be familiar to those of you that played the Bulwark demo last year on Xbox, or soared high with solo developer Tomas Sala’s previous game and Series X launch title, The Falconeer.

Bulwark: Falconeer Chronicles is a chill twin stick builder with a focus on verticality and a focus on giving you true freedom to paint the last great civilization across a world shattered by war, and though it only launched last month, solo developer Tomas Sala is providing the first of several sizeable updates to the game on its roadmap with the aptly named  “Trade, Tribute and Splinters”.

Bulwark screenshot

Check out the trailer to see how Bulwark continues to evolve, allowing you to secure and spend fresh resources, and more ways to interact with the inhabitants of the world as you leave your mark upon i

Bulwark screenshot

The “Trade, Tribute and Splinters” update is coming very soon, so keep your eyes peeled for the free update landing in your Bulwarks!

That wraps up the announcements for our Direct this year. Thank you all for helping to celebrate indie games with us, and helping us bring the outstanding talent of small teams the world over to light, where you might just find your next favourite game!

The post Upcoming and Available Xbox Games in Wired Direct 2024 appeared first on Xbox Wire.

Source: Xbox Blog






Wishlist Playdew’s Lost Twins II, Coming this Year

Wishlist Playdew’s Lost Twins II, Coming this Year

  • Captivating adventure inspired by Studio Ghibli, featuring vibrant landscapes and intricate puzzles.
  • Diverse environments, and engaging puzzles in a mystical realm.
  • Breathtaking visuals and immersive gameplay for all ages.

Hey there, gamers! Let’s delve into something truly exciting: the unveiling of Lost Twins II, a highly anticipated puzzle platformer from Playdew, an innovative indie game developer based in Pakistan. This momentous occasion represents the culmination of seven years of hard work and dedication, promising players an extraordinary gaming experience that transcends the ordinary. Step into the whimsical realm of Lost Twins II, where you’ll guide the titular lost twins, Abi and Ben, through a mesmerizing adventure filled with intricate puzzles and unexpected twists. With its focus on exploration and discovery, rather than conflict, Lost Twins II invites players to unravel the mysteries of its dualistic-inspired narrative, where seemingly opposing forces merge to create a harmonious and enchanting journey.

Embark on a Mystical Adventure

Embark on a mesmerizing journey into the heart of Lost Twins II, where wonder and adventure await at every turn. In the mystical realm of Phoenix, a radiant community of sibling phoenixes once flourished, their existence a testament to the eternal dance of life and rebirth. But fate had other plans. A mighty storm, born of unseen forces, tore through their world, leaving devastation in its wake. The once-vibrant phoenixes were frozen in time, transformed into statues of stone, their essence scattered to the winds.

Wishlist Playdew’s Lost Twins II, Coming this Year

Our story begins amidst this chaos. Twin siblings, Abi & Ben, stumble upon the remains of one such phoenix, hidden within the halls of their parents’ museum. Drawn by a mysterious light, they follow its ethereal trail, leading to the stone phoenix and a portal beyond imagining.

Wishlist Playdew’s Lost Twins II, Coming this Year

With a burst of radiant energy, you are whisked away to the shattered remnants of the phoenixes’ homeland, where a grand adventure awaits. Joined by the phoenix, now in a transformed state, you’ll embark on a quest to reunite him with his scattered essence and breathe life back into the world of Phoenix.

Discover Vibrant Worlds and Engaging Puzzles

Wishlist Playdew’s Lost Twins II, Coming this Year

The game unfolds across three primary zones, each offering a distinct environment inspired by the vivid imagination of the twins. From lush forests to majestic castles, players will explore beautifully crafted landscapes while solving puzzles in each zone.

LT2 screenshot

As you progress, you’ll collect feathers to unlock new areas, unveiling the secrets of this enchanting world one puzzle at a time.

LT2 screenshot

Dive into Captivating Features

As you guide the twin siblings through dynamic environments, you’ll encounter a myriad of challenges and delights along the way. With the ability to control both siblings, you’ll navigate through enchanted forests, traverse frozen castles, and explore the whimsical realm of Toyland, all inspired by the captivating worlds of Studio Ghibli. Immerse yourself in the beauty of each landscape with an atmospheric soundtrack that sets the tone for your adventure, while unlocking achievements hidden throughout the game. Solve a variety of puzzles, from logic challenges to spatial conundrums, each offering multiple solutions to spark your creativity. With privacy and offline play guaranteed, Lost Twins II invites you to delve into a world of magic, mystery, and endless exploration.

Featuring stunning visuals reminiscent of Hayao Miyazaki’s iconic style and meticulously designed puzzles, Lost Twins II guarantees an unforgettable experience brimming with wonder and delight for players of all ages. With Lost Twins II, you are invited into a world where curiosity and creativity reign supreme. So, are you ready to embark on this enchanting journey and reunite the lost twins? Wishlist now, and get ready for the release later this year on Xbox.

Wishlist now to be the first to embark on this thrilling journey!

Xbox Live

Lost Twins 2

Playdew

Lost Twins 2 is an incredibly cute puzzle adventure that will challenge, entertain and maybe even inspire you. Guide Abi and Ben on their journey to find a way back home across a whimsical polygonal playground crafted with an enormous amount of care. Is the mystical Fenghuang leading them home or steering them down a rabbit hole?

Inspired by Miyazaki, the art style merges soft, painterly backgrounds with simplified, memorable characters and fluid animations. Each frame is crafted meticulously with pride – specific lighting techniques, thoughtful composition, and immense attention to detail mean that every single moment you’ll spend playing Lost Twins 2 will be a feast for the eyes. The original musical score is atmospheric, soothing, and thematic to complement the art style.

The puzzles in Lost Twins 2 are painstakingly designed, with elegant solutions that make you feel, momentarily, like a genius. They are hard enough to present a challenge but logical enough that you’ll be able to solve them within a few attempts. There is a joy to be discovered in every level in Lost Twins 2.

A signature sliding puzzle mechanic forms the core complemented by mechanics such as pressure switches, water gates, breakable domes, lifts, elevators, and more to ensure that the pace of the game never falters. There’s no repetition in the puzzles, each new puzzle will feel interesting and unique.

The goal is to delight both children and adults with a gameplay experience that is based on discovery, tinkering, and exploration–not on conflict and threat. There are no timers, no enemies, no deaths, not even any dialogues to read – just a poetic, visually breathtaking world full of puzzles challenging your wits. A cerebral and pleasant experience for everyone, never frustrating without proper reward, never dull or monotonous.

The post Wishlist Playdew’s Lost Twins II, Coming this Year appeared first on Xbox Wire.

Source: Xbox Blog






Gori: Cuddly Carnage: WTF Meow Release Date Trailer

Gori: Cuddly Carnage: WTF Meow Release Date Trailer

Gori: Cuddly Carnage: WTF Meow Release Date Trailer

The cat is out of the bag! Gori: Cuddly Carnage is launching on August 29th 2024!

Master explosive weaponry and devastating combos in an epic battle to prevent the Adorable Army from conquering the galaxy, and rescue Professor Y, their missing creator and only human who showed Gori and his friends love. Push your combat and platforming skills to the limits as you fight your way through twisted landscapes filled with environmental hazards, razor-sharp adult humour and a bone-crunching, pulse-pounding soundtrack.

These reluctant heroes must track down and obliterate the generals of the Adorable Army, and with the help of a wild cast of unlikely allies – discover the truth about Cool-Toyz Inc. and unravel the secrets of this thrilling, action-packed hack ‘n’ slash adventure. Get ready to unleash the cuddly carnage!

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Preparing for Adventure – Talking to the Creative Minds Behind Eiyuden Chronicle: Hundred Heroes

Preparing for Adventure – Talking to the Creative Minds Behind Eiyuden Chronicle: Hundred Heroes

Preparing for Adventure – Talking to the Creative Minds Behind Eiyuden Chronicle: Hundred Heroes

Eiyuden Chronicle: Hundred Heroes Key Art

Summary

  • Xbox Wire Japan recently had a chance to speak with Studio Head and Illustrator Junko Kawano, Producer and Art Director Junichi Murakami, and Director Osamu Komuta at Rabbit & Bear Studios.
  • Eiyuden Chronicle: Hundred Heroes was funded via Kickstarter with a total of 46,307 backers that were eager for a new game from the creator of the Suikoden series, the late Yoshitaka Murayama.
  • Eiyuden Chronicle: Hundred Heroes is available now for Xbox Series X|S, Xbox One, Windows, and with Game Pass.

Starting today, players can immerse themselves in the world of Eiyuden Chronicle: Hundred Heroes, which continues a rich legacy of memorable JRPGs guided by the stewardship of the late Yoshitaka Murayama and his team at Rabbit & Bear Studios.

Funded via Kickstarter back in 2020, with a total of 46,307 backers that were hungry for more Murayama-esque game experiences like Suikoden, Eiyuden Chroncole: Hundred Heroes is now available for players on Xbox Series X|S, Xbox One, Windows, as well as with Game Pass.

Producer and Art Director Junichi Murakami

Producer and Art Director Junichi Murakami

Studio Head and Illustrator Junko Kawano

Studio Head and Illustrator Junko Kawano

Director Osamu Komuta

Director Osamu Komuta

To commemorate its launch, Xbox Wire Japan recently had a chance to speak with Studio Head and Illustrator Junko Kawano, Producer and Art Director Junichi Murakami, and Director Osamu Komuta at Rabbit & Bear Studios, where the team’s sincere responses conveyed how much Hundred Heroes embodies the vision of Murayama, with a team that was built around the desire to make “the most interesting game of [their] lives”.


The Kickstarter launched back in July 2020, and now Hundred Heroes is nearly here. How are you feeling?

Producer and Art Director Junichi Murakami: Actually, I haven’t settled down emotionally at all yet. There is a sense of relief that we can finally deliver the product to everyone, but there are still some things that we won’t know until it goes on sale. Although I am anxious in some ways, there is a sense of accomplishment in knowing that we have finally come this far after working hard together for a long period of time.

Director Osamu Komuta : We have been working on this game for about three and a half years now, so we are all exhausted (laughs). We have been working hard as a team to patch the game, but now we are closing into the release of the game. On one hand, I am a bit relieved, but on the other hand, as Murakami mentioned, I am also excitedly waiting to hear the reactions of the players as the game goes on sale in two weeks’ time.

Eiyuden Chronicle: Hundred Heroes Screenshot

Studio Head and Illustrator Junko Kawano: I feel pretty much the same way as those two do, so they’ve done most of the talking. It’s been too long since I’ve worked on a consumer title, and I feel like, “Well, nowadays pretty much everyone is already working on patches”, so I really have to keep going until the very last minute… I wonder if I’ll feel done once it’s released and everyone has played it.

What are the highlights of Hundred Heroes, from your perspective, especially the parts you would like people to pay attention to?

Komuta: As the title suggests, there are a lot of characters. We want players to go on adventures with their favorite party and prepare for battles with them. We also want them to try using characters they meet along the way, and hopefully enjoy switching characters around. In most RPGs, you would train the skills of, or you explore the power of individual characters, but in HH, the fun is rooted in the variety of characters. The depth of the game becomes based on the number of characters that you have trained and brought up.

Murakami: In terms of design, we have put a lot of thought into each of the characters and made sure that each had a distinct personality. Even for a single mini game, the characters have different looks prepared just for that game. Basically, I don’t think we have cut any corners, so if you play through the game thoroughly, I think you will see many good things that you expected when starting to play the game.

What are some of the aspects of Hundred Heroes that you focused on from a JRPG standpoint?

Murakami: I’m sure each of us has our own thoughts on various things and what we were particular about, but I believe JRPGs are unique in the way they portray the nature of the story and the characters. There is always an added element where “anything goes in a JRPG.” RPGs from overseas pursue reality, but in the case of JRPGs, after an intense battle, the players are suddenly spending time in a hot spring (laughs). I think the beauty of JRPGs is that they contain a flexible mindset where fun is hybrid, allowing players to start playing with cards regardless of location. I feel that Hundred Heroes has been able to bring that essence out very well.

Eiyuden Chronicle: Hundred Heroes Screenshot

Komuta: Murayama always talked about the makunouchi bento when explaining RPGs. He would say that “RPGs had a variety of side dishes, and every one of them is delicious”. Surely, there is a storyline that runs through the richness of variation and variety like a makunouchi bento. But if you take a side trip for a break, you can soak in a hot spring, play a card game, get into the theater…… and have fun. There are many variations in the story.

We were particularly careful about making sure that when the player goes off on a tangent, the game will have a proper reaction to whatever he or she does. Even a single line of dialogue may change depending on the party you have formed, so I believe that players will enjoy the abundance of options and the development the game provides in response to their choices.

The pixel art of the characters in Hundred Heroes is extremely detailed, which seems to be a rare direction to take these days. How did you decide on this?

Murakami: When we first started planning the game, we had already decided to make it an evolution of pixel art, or dots. When we began to consider what kind of resolution we wanted to use, we started with a size that was familiar from old games, but we realized that if we continued in this manner, it would be difficult to distinguish the individuality of the more than 100 characters Kawano had created, and it would also be difficult to express the individuality of the characters themselves.

Eiyuden Chronicle: Hundred Heroes Screenshot

In addition, the expressions themselves seemed a bit old-fashioned, so we decided to increase the resolution. However, increasing the resolution would inevitably increase the number of dots, so the amount of work increased. Furthermore, if the resolution is increased too far, the pixel art may end up becoming more like an illustration.

After trying various methods, we decided that the current size would require more technique, but would allow us to properly express the detailed design and accessories that adorn the characters Kawano has created. The size and feel of the design matched the sense of expression that we were looking for.

There are several battles available: normal battles (with a party of 6), boss battles, duels (1 vs. 1), and wars. What are the highlights and key points of each? Also, was the decision to use random encounters based on the feel of old JRPGs?

Komuta: The adoption of random encounters was based on the premise that this game was a JRPG. In addition to this, Murayama’s idea of RPGs was to make it possible for anyone to complete the game, even if may the first time in their lives that they have played such game. So long as you know the basic rules, anyone can advance and complete the story in HH.

Eiyuden Chronicle: Hundred Heroes Screenshot

At first, we considered using symbolic encounters, but we decided to use random encounters for this game, as we thought it would be easier for players to understand (the game). We also wanted to respect the initial concept of clearly separating between the scenes, namely when the games switch between normality and battle.

In the very early stages of planning, we had two ideas, and one of them was to have the battle transition occur on the spot, which is very common these days. The idea also came up during the planning stage, but since we wanted to express the transition properly, we decided to use random encounters with clear transitions, that would set the tone and mood and prepare the player for battle. The battles themselves are rather simple command battles; even if you are new to the JPRG genre, once you get used to it and start leveling up, you will be able to move on within the story.

Eiyuden Chronicle: Hundred Heroes Screenshot

Of course, there is an element of challenge in the game. The higher you set the difficulty within the game, the more you will have to play around the attributes and the order of actions. There are plenty of challenging battles waiting for you, and we hope players will have a great time strategizing and overcoming.

The system of strongholds, one-on-one battles, wars, etc. were also seen in Gensou Suikoden. Did you intend to include these systems from the beginning of the project? Is there a reason why you decided to use it again in Hyaku Eiyouden? Also, what did you change from the past games to better suit today’s game experience?

Murakami: All of these elements were included in the Kickstarter stretch goal, including war, single combat, and the Fortress Town.

Kawano: Including the cook-offs, too.

Murakami: The backers are fans of Murayama’s games, so it seems that those elements were required. All of them were realistic targets if we got the budget and time frame right, so we included them as items, but we’ve already accomplished all of them. We started from the point where we had to aim to include all the elements we promised in the Kickstarter program.

Eiyuden Chronicle: Hundred Heroes Screenshot

Komuta: From the very beginning of the project, we wanted to develop the Fortress Town aspect of the game. We were not talking about a castle where everyone could gather, but rather a town where people could build their own town, as if we were putting in a whole other game where people could build their own town.

Murakami: It was borderline crazy to think of such thing (laughs).

Komuta: It is true that when we started imagining the Fortress Town, it was not an easy task. It may have been better if it was just an automatic progression of elements, such as the city growing as it levels up, but this time, we wanted to includes elements such as building structures of your own choosing, and calling in the people needed to build and maintain them. Some people told me that I was making another game within the game (laughs).

Murakami: Once you get into that phase, HH gets more and more interesting. In the beginning, you don’t even have the Fortress Town.

What kind of response did you receive from overseas players (after Kickstarter)? Were there any regions where the response was particularly strong?

Murakami: Originally, HH started with the fact that Murayama had many fans overseas, since Kickstarter and crowdfunding in general has not been too familiar within Japan. That’s why we didn’t include Japan in our crowdfunding activities at first. When the crowdfunding started, we came to think, “No, there are definitely Murayama fans in Japan as well,” so we decided to approach them too, and thus the order was first overseas and then domestic. The game itself is developed by Japanese people with Japanese sensibilities, so it will have a JRPG-like finish. We have been trying to create something that is uniquely Japanese, rather than focusing on foreign countries.

Eiyuden Chronicle: Hundred Heroes Screenshot

Kawano: In terms of the response from people overseas, we received support for “making a game that Murayama likes,” and we expected that there would be many fans around the world. In fact, when we launched the crowdfunding, the largest number of support came from the U.S., and the second largest was from Japan. Besides that, we also have received support from France and the Asian region, but also from Brazil, and really from all over the world. We didn’t really prepare anything special for any one place, but unlike Japanese fans, we received requests from American fans that are a bit more hardcore, such as wanting a mode with a higher level of difficulty.

Eiyden Chronicle: Hundred Heroes will be available on day one with Game Pass. What is your impression of the subscription service?

Murakami: When the idea of distributing Hundred Heroes through Game Pass first came up, It got me thinking since I was yet to consider it as an option. I thought it over very well and decided that our priority should be to spread awareness of Hundred Heroes rather than to aim for the stars with the first game.

When we settled on this direction, we realized that our core fans had already turned their attention to us. The backers of Hundred Heroes are the most important, and we will produce the work they wish, but I felt that their support alone would not be enough to continue the series — if that was the only way to continue the series, it would not last.

Eiyuden Chronicle: Hundred Heroes Screenshot

What I had to do as a producer was to increase the number of people who could play Hundred Heroes and broaden the base of the fan community. I thought that Xbox Game Pass would be the best way to increase opportunities for people who have never played this genre to pick up the game and see it. After considering these ideas, we decided that we should go for it.

Can you tell us about some of the memorable events in the development of Hundred Heroes?

Murakami: Memories abound (laughs). One of the things that was unprecedented was the (COVID) lockdown during development. I have very fond memories of that special environment, where we had to team up with people we didn’t know and had never met face-to-face from the beginning of development to create the game.

Komuta: About half of the people on my team have never met me face-to-face.

Kawano: Everything was done online, mostly from home.

Murakami: There are many such episodes. But the most memorable one was when Murayama and I launched the Kickstarter project.

Komuta: After we launched the Kickstarter, we reached our goal in an instant. We all went a little crazy at that moment.

Murakami: If it were a lottery ticket or something, I would simply be happy, but in the case of crowdfunding, the more it goes up, the more I got worried.

Kawano: Yes, you feel the sense of responsibility building up (laughs).

Eiyuden Chronicle: Hundred Heroes Screenshot

Komuta: I couldn’t believe our dream would gather so much support.

Murakami: I got the feeling that the expectations were being taken on board in a new way.

Komuta: I felt like I was taking on something great.

Kawano: While I felt grateful, it also came with a feeling of heavy commitments being placed on my shoulders.

Murakami: I had the feeling that there was no way I could escape from this (laughs).

Komuta: I had a lot of mixed feelings running through me, but above all, I was happy. Even now, I can’t forget what Murayama said at that moment. He said something along the lines of, “I can’t stop my hands from shaking”.

Kawano: It was like that from the beginning, and it was a special kind of game production right up to the end.

Lastly, what is your message to Xbox players who are new to the JRPG genre?

Kawano: We have created a place where people can play in a variety of ways. We hope you will enjoy the game, because we have created a game that can be played in any way you like and can be fun no matter where you pick up the pieces.

Eiyuden Chronicle: Hundred Heroes Screenshot

Komuta: If you play the game normally, you may get the feeling that “It’s just a regular JRPG”, but if you enjoy the deep variations, such as taking side trips, going off to the side, gathering your friends and changing to a different party, I think you will find HH very interesting. If you enjoy these side contents, I can guarantee you will feel the fun of HH.

Murakami: It is difficult to imagine what kind of person might experience a JRPG for the first time. But one thing I am sure of is that whoever experiences JRPGs through HH for the first time will find everything new and fresh. I think they will be able to enjoy a game they have never played before, a type of worldview they have never traveled in, and a feeling they have never had before. We have used different voice actors for all the characters. All characters have their movements and effects changed in detail, and there are also scenarios for each of them. Overall, I think you can enjoy the game without thinking too hard about it. There is not a single difficult thing to do, so in that sense, I hope that newcomers will feel free to give it a try.


Eiyuden Chronicle: Hundred Heroes is available now for Xbox Series X|S, Xbox One, Windows, and with Game Pass.

Xbox Live

Eiyuden Chronicle: Hundred Heroes – Digital Deluxe Edition

505 Games


69

$79.99

Get the most out of your adventure with the Digital Deluxe Edition, which includes the following content:
• Eiyuden Chronicle: Hundred Heroes full game
• 1x Easy Journey Pack: (6x Healing Herb, 4x Healing Incense, 2x Revive Medicine. 3x Runeshard of Return, 1x Gold Coin)
• 1x Headquarters Custom Object
• Season Pass: [3x Original Wallpapers by Junko Kawano, Story Expansion: The Chapter of Seign, Story Expansion: The Chapter of Marisa, Story Expansion: The Chapter of Markus and HQ Makeover Pack (Golden & Pink Headquarters Exterior Paint)]
• Digital Mini Artbook
• Digital Soundtrack

Our story begins in one corner of Allraan, a tapestry of nations with diverse cultures and values. By dint of sword, and by way of magical objects known as “rune-lenses,” the land’s history has been shaped by the alliances and aggressions of the humans, beastmen, elves, and desert people who live there.

The Galdean Empire has edged out other nations and discovered a technology that amplifies the rune-lenses’ magic.

Now, the Empire is scouring the continent for an artifact that will expand their power even further. It is on one such expedition that Seign Kesling, a young and gifted imperial officer, and Nowa, a boy from a remote village, meet each other and become friends.

However, a twist of fate will soon drag them into the fires of war, and force them both to reexamine everything they believe to be right and true.

Eiyuden Chronicle: Hundred Heroes became the #1 funded Kickstarter video game of 2020 thanks to phenomenal support from the community. 505 Games is truly honored to publish Eiyuden Chronicle and work with Rabbit & Bear to help deliver a memorable gaming experience to fans. The goal of Rabbit & Bear and 505 Games is to make sure Eiyuden Chronicle reaches its true potential and delivers a worthwhile JRPG the community will enjoy.

Xbox Live

Eiyuden Chronicle: Hundred Heroes

505 Games


68

$49.99
PC Game Pass
Xbox Game Pass

Our story begins in one corner of Allraan, a tapestry of nations with diverse cultures and values. By dint of sword, and by way of magical objects known as “rune-lenses,” the land’s history has been shaped by the alliances and aggressions of the humans, beastmen, elves, and desert people who live there.

The Galdean Empire has edged out other nations and discovered a technology that amplifies the rune-lenses’ magic.

Now, the Empire is scouring the continent for an artifact that will expand their power even further. It is on one such expedition that Seign Kesling, a young and gifted imperial officer, and Nowa, a boy from a remote village, meet each other and become friends.

However, a twist of fate will soon drag them into the fires of war, and force them both to reexamine everything they believe to be right and true.

Eiyuden Chronicle: Hundred Heroes became the #1 funded Kickstarter video game of 2020 thanks to phenomenal support from the community. 505 Games is truly honored to publish Eiyuden Chronicle and work with Rabbit & Bear to help deliver a memorable gaming experience to fans. The goal of Rabbit & Bear and 505 Games is to make sure Eiyuden Chronicle reaches its true potential and delivers a worthwhile JRPG the community will enjoy.

The post Preparing for Adventure – Talking to the Creative Minds Behind Eiyuden Chronicle: Hundred Heroes appeared first on Xbox Wire.

Source: Xbox Blog






Hammerwatch II – Launch Trailer

Hammerwatch II – Launch Trailer

Hammerwatch II – Launch Trailer

The epic Hammerwatch franchise is back with Hammerwatch II! Available now on Xbox, Hammeratch II features intense action RPG combat, crafting, and more. Buy now on #Xbox!

#Xbox #HammerwatchII

https://www.xbox.com/games/store/hammerwatch-ii/9mv4wrsn7mdf

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Source: XBOX YouTube