Train2Game News Far Cry 5 DLC Takes You To Mars

Ubisoft announced the content of the Far Cry® 5 Season Pass, available as part of the Far Cry 5 Gold Edition or as an add-on purchase on PlayStation®4 computer entertainment system, Xbox One and PC.

Following the launch of Far Cry 5 on March 27th, the season pass will take players on three uncanny adventures with a unique Far Cry twist.

  • Hours of Darkness: Players will travel back in time to Vietnam to battle against Việt Cộng soldiers
  • Dead Living Zombies: Players will face hordes of zombies in multiple b-movie scenarios
  • Lost on Mars: Players will leave Earth behind to go toe-to-claws with Martian arachnids

Additionally, all Far Cry 5 Season Pass owners playing on consoles will receive the single-player content from another critically-acclaimed Far Cry series entry with the Far Cry® 3 Classic Edition, which will be available to season pass holders four weeks prior to launching as a standalone purchase in summer 2018 on PlayStation 4 and Xbox One.

Far Cry 3® Classic Edition will let fans and newcomers to the series revisit Rook Island and encounter one of the franchise’s most notorious villains, Vaas, who is brought to life by Michael Mando. As Jason Brody, players must explore the tropical island to find and save his friends, who are being held captive. PC players who purchase the season pass or Far Cry 5 Gold Edition will receive the full version of Far Cry® 3.

More details on post-launch support for Far Cry 5, including an overview of the three adventures as well as the return of the map editor will be shared at a later date.

Set in America, a first for the franchise, Far Cry 5 offers players total freedom to navigate a serene-looking yet deeply twisted world as the new junior deputy of fictional Hope County, Montana. Players will find that their arrival accelerates a years-long silent coup by a fanatical doomsday cult, the Project at Eden’s Gate, igniting a violent takeover of the county. Under siege and cut off from the rest of the world, players will join forces with residents of Hope County and form the Resistance.

For more information about Far Cry 5, please visit farcry.com
For the latest on Far Cry 5 and other Ubisoft games, please visit news.ubisoft.com.

Train2Game News UK Top 20 Games – 02.03.16

2996287-fcp_announce_screen_001_embargo_oct_6_9am_pst_1444078333_1444148126.jpgA new game has taken the number one spot this week and it is Ubisoft’s Far Cry Primal and in second is Plants vs Zombies:Garden Warfare 2 by EA Games. In the lower half of the top twenty the only new game is Bravely Second: End Layer in number twelve.

All formats
Week ending 27 February 2016

POS.  TITLE  PUBLISHER  LAST
WEEK 
1 FAR CRY PRIMAL UBISOFT
2 PLANTS VS ZOMBIES: GARDEN WARFARE 2 EA GAMES
3 FIFA 16 EA SPORTS 3
4 CALL OF DUTY: BLACK OPS III ACTIVISION 1
5 GRAND THEFT AUTO V ROCKSTAR 5
6 LEGO MARVEL AVENGERS WARNER BROS. INTERACTIVE 4
7 STAR WARS BATTLEFRONT EA GAMES 6
8 FALLOUT 4 BETHESDA SOFTWORKS 7
9 TOM CLANCY’S RAINBOW 6: SIEGE UBISOFT 8
10 STREET FIGHTER V CAPCOM 2
11 MINECRAFT: STORY MODE TELLTALE GAMES 10
12 BRAVELY SECOND: END LAYER SQUARE ENIX
13 ASSASSIN’S CREED: SYNDICATE UBISOFT 11
14 FORZA MOTORSPORT 6 MICROSOFT 19
15 POKEMON SUPER MYSTERY DUNGEON NINTENDO 9
16 MINECRAFT: XBOX EDITION MICROSOFT 14
17 LEGO JURASSIC WORLD WARNER BROS. INTERACTIVE 16
18 JUST CAUSE 3 SQUARE ENIX 12
19 WWE 2K16 2K 13
20 MINECRAFT: PLAYSTATION EDITION SONY COMPUTER ENT. 17
< previous week
Leisure software charts compiled by Chart Track, (C)2016 UKIE Ltd

These charts cannot be reproduced either in print or online without obtaining permission from Ukie. If you wish to reproduce the charts in print or online, please contact david.smith@ukie.org.uk for the appropriate license.

Train2Game News Far Cry Primal Language Session

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Cha Winja warhamas!

Translation: “We speak Wenja here!”

Wenja?

It isn’t surprising that only a very few people — so far, at least — recognize “Wenja” as a language. Even fewer can speak Wenja. But after a teaching session next week, the University of Kentucky campus could harbor the single largest concentration of Wenja speakers in the world.

Two UK assistant professors of linguistics — Andrew and Brenna Byrd — are intimately familiar with Wenja. They imagined and brought to life Wenja and other prehistoric-sounding languages for the new video game “everybody” is talking about, “Far Cry Primal©” by Ubisoft, released earlier this week. People are talking because “Far Cry Primal” is a rarity in the gaming world. The 10,000-year-old world focuses on survival violence, without guns, without cars.

Designing a realistic world, not just a game, was the goal of “Far Cry Primal” engineers. They wanted to create a world that could have conceivably existed in our dim past, 10,000 years ago to be exact. They consulted paleontologists, who helped the designers and artists fill their imaginary world with the plants and animals that actually existed in 10,000 BCE. They populated their world with mammoths and saber toothed tigers — and three tribes of interacting prehistoric homo sapiens. To interact, the humans had to communicate.

Unless they wanted to be restricted to grunts, communication obviously required some sort of language, but everything the designers tried sounded trite or just plain wrong, either too much like modern man or too much like science fiction. That’s when they discovered UK linguist  Andrew Byrd and his research into ancient languages, including his online reading of fables in Proto-Indo-European, a language that hasn’t been heard in 5,000 years or more. Then, they discovered Byrd’s wife Brenna was also a linguist, but one who focused more on teaching foreign languages. Ubisoft designers rejoiced. They had found what they needed, an expert to create an ancient-sounding language and a second expert to teach the Stone Age languages to the actors who would bring their Primal world to life.  

Andrew and  Brenna Byrd did not create Wenja as an imaginary alien language of grunts and snarls, as heard in countless television shows and movies. They created Wenja based on two lifetimes of researching ancient languages, including Proto-Indo-European (PIE).

“Scholars have known for some time that a number of languages spoken in Europe and Asia derive from a common source, which was likely spoken in the Russian Steppes 6 to 8,000 years ago,” said Andrew Byrd, an assistant professor in English and linguistics.

But Andrew and Brenna Byrd needed something even older, a language spoken with a mammoth trumpeting in the background.

“We had to ‘translate’ backwards in time. We needed to create a proto-PIE language, a language that may have been spoken about 7,000 years before PIE existed. Brenna and I used what we knew about PIE to imagine what an earlier version of that word may have been,” Andrew Byrd said.

“The hardest, but probably most fun, part,” he said, “was coming up with appropriate war cries, celebratory chants, curse words. More often than not, it was the actors who created these phrases (‘Nuha!) or PIE itself (‘Hasa!’).”

The couple created a true — though imagined — language of more than 40,000 words with established grammar, syntax and structure. Then, it was Brenna’s job to teach that language to a group of actors. She submerged them in the language immediately, encouraging them to live the language to breathe life into it again. And suddenly, it just was.

“They began speaking to each other in Wenja off the set, in their spare time. Or bringing me the script and asking if that was what the character would really say. They weren’t just memorizing the lines. They were speaking the language,” Brenna Byrd said. “That’s when this hypothetical ancient language — just a jumble of sounds, really — began to feel tangible, natural, a living language.”

Andrew pointed out the three things that made this”Far Cry Primal” so important to even the academic world: first time PIE has been used since it was spoken thousands of year ago and the first time a video game has been created in a constructed, prehistoric language.

“Besides,” he said, “it’s just plain fun, more primal to scream as you attack an enemy ‘u mi-gwaru hada’ instead of ‘eat my spear.’” 

UK students can enjoy a taste of that same experience. From 4 to 5:30 p.m. Wednesday, March 2, in White Hall Classroom Building, room 114, Andrew and Brenna Byrd will explain in more detail their incredible journey back in time with “Far Cry Primal.” Along with a few surprises here and there, there will be an abbreviated lesson in Wenja.

http://uknow.uky.edu/content/uk-professors-go-primal-far-cry-

Train2Game News Stone Carved PS4

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Today, Ubisoft Entertainment has released a range of stunning photos of a hand-crafted Sony PlayStation®4 and DUAL SHOCK ®4 controllers, to mark the upcoming launch of Far Cry Primal on February 23rd, 2016.

Working free-hand, accredited master carver and stone mason, Nick Roberson, was commissioned to intricately replicate these items from stone, to showcase the Stone Age era that the franchise moves to in the latest installment.

In addition to the PS4 console and controllers, Nick Roberson was also commissioned to craft an entire gaming den from hand-carved finest Fletcher Band sandstone. The den was also kitted out with a stone television, pizza box, beer can and an impressive carved coffee table.

The result is a stunning image of a prehistoric take on the contemporary items of today, as regularly seen in modern gaming pads across the country.  

Footage of the main pieces being chiseled can be viewed here in the official video feature: CLICK HERE

“This project was undertaken to highlight the vast landscape and rich setting of the Stone Age era in Far Cry Primal,” comments Tom Goldberger, Senior PR Manager at Ubisoft. “Nick has managed to immortalize, in stone, the beautiful, elegant designs of these iconic items with unbelievable accuracy.”

Stonemason, Nick Roberson, who has over 20 years of experience, which has seen him take on commissions for Hollywood movies, comments on his involvement on creating the man cave; “This project was a great challenge for me and I really enjoyed seeing the modern and techy items come together in this natural form. The buttons of the controllers were certainly tricky but I’m delighted with the final results and the fantastic way they’ve been collated for the shoot.”

Far Cry Primal is available to own on February 23rd on the Sony PlayStation® 4 computer entertainment system and Microsoft Xbox One®, the all-in-one games and entertainment system from Microsoft, and will be available on Windows PC on March 1st, 2016.

For more information regarding Far Cry Primal, visit:
https://www.ubisoft.com/en-GB/game/far-cry-primal/

Train2Game News Far Cry Primal

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Today, Ubisoft® announced the development of Far Cry® Primal, the next exciting chapter in the critically acclaimed Far Cry franchise, set during the savage Stone Age.

Far Cry Primal hits shelves worldwide on February 23, 2016 for the PlayStation®4 computer entertainment system and the Xbox One.  The game will also ship on Windows PC in March 2016.

Developed by Ubisoft Montréal, in collaboration with Ubisoft Toronto, Ubisoft Shanghai Studio, and Ubisoft Kiev Studio, Far Cry Primal is a full-fledged single player experience that will take gamers to 10,000 BC in history, to a time when massive beasts like the woolly mammoth and sabretooth tiger ruled the Earth.

The award-winning franchise that stormed the tropics and climbed the Himalayas now brings its innovative open world sandbox gameplay to a time when humans were not at the top of the food chain, but were fighting to climb it, bringing together massive beasts, breathtaking environments, and unpredictable savage encounters.

Gamers play as TAKKAR, a seasoned hunter and the last surviving member of his hunting group. Arriving in the majestic and savage land of Oros, players will pursue one single goal; survive in a world where humans are the prey. They will meet a cast of memorable characters who will help them push back and tame the dangers of the wild. Players will journey as the first human to tame the wilderness and rise above extinction.  Along the way, they will have to hunt for food, master fire, fend off fierce predators, craft weapons and tools partly from the bones of slain beasts, and face off against other tribes to conquer Oros.

“The interesting thing about Far Cry is that it’s flexible, so when a team proposed to explore the idea of a Far Cry taking place during the Stone Age, we just said ‘let’s hear it!’  And the more we heard about it, the more we realised how much of a damn good idea it actually was,” said Dan Hay, Executive Producer, Ubisoft.

“The Stone Age is the perfect setting for a Far Cry game,” said Jean-Christophe Guyot, Creative Director, Ubisoft.  “Far Cry usually puts you at the edge of the known world, in a beautiful, lawless and savage frontier.  The Stone Age is, in a way, the very first frontier for humankind; it’s the time when humans put a stick in the ground and claimed land for their own, the time when we started climbing the food chain.  That came with conflict against other humans, of course, but also against nature itself.”

You can enjoy the trailer at https://www.youtube.com/watch?v=nU0tlaY9ZGI

For more information on Far Cry Primal, please visit farcrygame.com

Train2Game News: Top 3 Game Engines

UDKAcross the past week Train2Game held a poll to see which is your favourite game engine. These are the results!

In descending order the Third most popular games engine for Train2Game Students is the CryEngine 3.  It was originally developed by German studio, Crytek, as a technology demo for Nvidia and, when the company saw its potential, it was turned into a game. That first game developed using the engine was the first Far Cry.

The CryEngine 3 Free SDK, originally called Sandbox Editor, is the current version of the level editor used to create levels for the CryEngine line of game engines by Crytek. Tools are also provided within the software to facilitate scripting, animation, and object creation. It has been included with various Crytek games and is used extensively for modding purposes. The editing style is that of the sandbox concept, with the emphasis on large terrains and a free style of mission programming. The editor can also construct indoor settings.

Recently the engine has been used to create games such as Crysis 3, Monster Hunter Online and Ryse which will be released on the Xbox One.

Second in the poll was the Unity engine. Unity (also called Unity3D) is a cross-platform game engine with a built-in IDE developed by Unity Technologies. Unity is primarily used to create mobile and web games, but can also deploy games to consoles or the PC. The game engine was developed in C/C++, and is able to support code written in C#, JavaScript or Boo. It grew from an OS X supported game development tool in 2005 to the multi-platform game engine that it is today.

The Unity Engine is simple to use and as of this month free to publish to mobiles. It is clear why it is popular among Train2Game Students.

The Unity Engine has been used to create popular mobile games such as Bad Piggies, Slender: The Arrival and it was used to port Temple Run 2 to Android devices.

Finally the number one games engine according to Train2Game students is Epic’s Unreal Engine. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs and other RPGs. With its code written in C++, the Unreal Engine features a high degree of portability and is a tool used by many game developers today. It was first developed in 1998 for Unreal.

The third and current generation of the Unreal Engine (UE3) is designed for DirectX (versions 9-11 for Windows and Xbox 360), as well as systems using OpenGL, including the PlayStation 3, OS X, iOS, Android, Stage 3D for Adobe Flash Player 11, JavaScript/WebGL, PlayStation Vita and Wii U. Its renderer supports many advanced techniques including HDRR, per-pixel lighting, and dynamic shadows. It also builds on the tools available in previous versions.

In October 2011, the engine was ported to support Adobe Flash Player 11 through the Stage 3D hardware-accelerated APIs. Epic has used this version of the engine for their in-house games. Aggressive licensing of this iteration has garnered a great deal of support from many prominent licensees. Epic has announced that Unreal Engine 3 runs on both Windows 8 and Windows RT.

The engine is free to download and has a small charge of $99 to publish from, as long as you don’t make over $50,000 after which Epic will start to take a percentage.

The Unreal engine has been used in countless games including The Batman Arkham Games, BioShock Infinite, The Borderlands games, Dishonored, The Gears of War series and countless others.

It is quite clear why the Unreal Engine is the most popular engine among Train2Game Students.

Train2Game news: Sequels bad for developer creativity says LucasArts Clint Hocking

Train2Game students are avid games and many will be looking forward upcoming sequels such as Call of Duty: Modern Warfare 3. However, the rushed yearly release schedule of huge titles such as the Call of Duty series may be negative for the industry.

That’s the view of LucasArt Creative Director Clint Hocking who believes that not only will audiences become bored, but making sequels isn’t good for individual game developers either.

“You may sell lots of copies of two or three sequels,” he wrote on the subject of sequels in Edge.

“But you will bore the audience very quickly and will have likely already spent all your money on the fourth sequel before realizing the audience is tired of the game and won’t buy it at all.”

Hocking also argues that churning out sequel after sequel isn’t good for game developers as limits their ability to be creative. While producing more of the same may lead to a successful game, it can come at the expense of the developers creativity.

“It might generate easy revenue” he said of sequels “But the long-term costs to the creative well-being of our workforce and the risk it places on our pipeline and workflow development, and on the skills we nurture and develop and will then need to leverage in making future games and (hopefully) new brands and franchises, should not be underestimated,”

Hocking previously worked on Far Cry 2. An interview with the Narrative Designer of its upcoming, er, sequel, Jason Vandenberghe, is available to read here on the Train2Game blog.

Creativity still exists in the games industry of course, and as the Train2Game blog recently reported, Ninja Theory believe the rise of digital distribution means that creativity will only increase.

Meanwhile, Call of Duty: Modern Warfare 3 still contains the potential for creativity, as community produced multiplayer modes could make their way into the official game.

So Train2Game, what are your thoughts on Hocking’s comments? Is developing sequels on a yearly basis boring for gamers and bad for developer creativity?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Edge]