Starfighter Assault is Criterion’s contribution to this November’s Star Wars Battlefront II, the multi-studio collaboration that is EA’s return to a galaxy far, far away.
The Guilford-based studio’s heritage is rich in racing franchises (Burnout, Need for Speed), and it is applying that discipline – a fine splice of arcade thrills, missile-like speed and perfect handling – to the saga in the form of starfighter-exclusive clashes.
Battlefront’s been here before obviously: the original’s Fighter Squadron stuck players to the skies above (and in the case of Cloud City, around) iconic locations. But Criterion’s looking beyond the clouds to the stars for its settings and Battlefront’s Walker Assault for its structure. 24 players, split into two teams, battling for victory across three evolving objectives and a host of side missions in one action-packed match.
Star Wars Battlefront II looks set to deliver on the big setpiece-heavy space battles fans have been crying out for in Starfighter Assault mode. Covering multiple conflicts spanning all three eras of the Star Wars mythos, the mode – created by acclaimed UK developer Criterion – sees two factions clash amongst the stars for victory across three multi-objective phases.
Matterfall, Housemarque’s dazzling new sci-fi shooter, is only a few weeks away from release. But before you plunge into the frantic fast-paced action on August 15, find out the thinking behind the title’s gameplay and story from its creator in this all-new video.
Go behind the scenes at Housemarque as key staff explain the terror that’s gripped a futuristic world and detail your role in saving it from destruction. Find out the inspirations that have forged the team’s creative thinking, and why, for the minds behind Resogun and Nex Machina, art is always in the service of gameplay.
There’s a routine that Irish comedian and Go 8 Bit presenter Dara O’Briain performed a few years ago that’s always stuck with me. It touches on the idea that the average person’s worldview becomes rapidly simplistic the further afield any country in question is from them; a rich culture of peoples and lands boiled down to two or three basic concepts.
As technology progresses and access to the globe and its multi-region, multi-cultural histories are a mere touch screen away, it’s a routine the grain of truth in which gets more shameful as the years past. We should know – I should know – more about our neighbours. And I’m not talking about the ones you can wave at from your backyard.
The story of Detroit: Become Human, Quantic Dream’s upcoming PS4 neo-noir thriller, centres around three androids, built with the sole purpose to serve out their programmed function in the titular city in the near-future of 2038.
Similar to the studio’s previous works, Heavy Rain and Beyond: Two Souls, Detroit: Become Human will focus on a trio of playable characters, with the player dictating their every move and choice in an ever-expanding, ever- branching narrative.
Wipeout hit 1995 with the force of an earthquake. Its sci-fi vision of armed anti-grav craft battling it out at 1,2000kph for gold and glory on twisting, vertigo-inducing race tracks couldn’t have been further removed from the quintessentially English pub in which it was conceived. Yet it felt perfectly in sync with the world it roared into like a supercharged sci-fi colossus.
When WipEout Omega Collection launches next week, the iconic PlayStation franchise will be nearing its 21st anniversary. Yet even at over two decades old, the racing series still exudes a futuristic sheen that is entirely unique, entirely its own.
To celebrate the upcoming release, former artists from the franchise unearthed just a sampling of their visionary concept art that informed the final games from across the series’ entire span. You’ll be able to see even more via the digital artbook that releases alongside WipEout Omega Collection next week, but for the moment let the artists behind those works walk us through the stories behind 25 pieces of previously unseen concept art…
Even the earliest thrilling iconography of Horizon Zero Dawn could be split evenly in two: on one side, there’s red-haired heroine Aloy, bow taut and ready to fight. On the other, the hulking, immediately intriguing design of an animalistic machine.
This mechanized threats, so intrinsic to the world’s ecosystem and its overarching mystery are already iconic. The nimble Watcher of the earlier reveals has become a PlayStation event cosplay mainstay, while the hulking Thunderjaw has been immortalized in the game’s fantastic artwork.
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