Oh no! Vampire-bears! Global video game publisher 505 Games and developer Behaviour today announced the latest chilling downloadable chapter for Naughty Bear. The new Chapter 10 has fangs, and sees everyone’s favorite bear facing off against an onslaught of mystical creatures intent on taking over the island. Including 4 new multiplayer modes, new costumes and challenges and a showdown with the Vampiricorn make this a must-slay adventure. Downloads will be available from 23rd November 2010 in the US and from 01st December 2010 in European (PAL) territories.
After Stardust summons a vampire hoard to the island, lead by the legendary and terrifying Vampiricorn, the throng of blood-sucking bears start the hunt for Naughty Bear to suck his fluff. Fright your way through a beariffic new story, disguise yourself with new costumes and bring an end to the un-dead with the terrifyingly new Vicious Vampire Claw!
4 new multiplayer modes offer plenty of defluffication:
Defluffication: Defluff other players with any weapon you like to rack up points in this sweet and simple deathmatch mode!
Dancing King: A mystical Unibear appears at a random location Find him, get close to him and don’t let anyone else near. The player who dances with the Unibear longest wins!
Vampicorn: Elimination match where each player has limited lives and constantly depleting health, which can only be stopped by attacking, hurting and killing the competition. Last vampire-bear standing wins.
The downloadable Chapter 10 will be available on Xbox LIVE Arcade for 800 MS points and PlayStation Network for the local equivalent of $9.99 USD. Naughty Bear is available now for Xbox 360 and PlayStation 3.
Autodesk, Inc. and Ubisoft have issued this press release about the Autodesk 3D art creation and animation products to help create “Assassin’s Creed Brotherhood,” its latest video game, released last week. Ubisoft artists created and populated the vast, ancient city of Rome using Autodesk 3ds Max and Autodesk MotionBuilder software. Autodesk HumanIK middleware was also integrated into Ubisoft’s proprietary game engine to help produce more realistic in-game animation for both the game’s human characters and horses.
“Assassin’s Creed Brotherhood” is the newest title in Ubisoft’s hit franchise, delivering stunning animations, beautiful environments and immersive game play. The game’s hero, Ezio, now a Master Assassin, is on a mission to end the oppression of the Roman people by the evil Borgia. Gamers must help rebuild the five districts of Rome, win over the public and recruit new assassins to fight against the powerful Templar Order and usher in the Renaissance.
Rome is the largest city ever featured in an “Assassin’s Creed®” title. As a result, Ezio can now bring his horse into and through the city, opening vast new game environments for player exploration. Autodesk HumanIK middleware helps to make sure that the game’s characters move more realistically through the city, whether characters are walking on uneven terrain, scaling walls, riding on horseback or jumping from rooftop to rooftop.
“HumanIK middleware has been a part of our game engine for all ‘Assassin’s Creed’ titles,” said Danny Oros, technical art director for the game. “We knew that with HumanIK we could address our inverse kinematics challenges quickly without sacrificing results or performance.”
As Ezio helps to rebuild the city, each of the five districts of Rome evolves through three distinct atmospheres. Therefore, Ubisoft created three different versions of each of the districts. “Autodesk software provided efficient tools and workflows that helped us create a huge amount of great content in a short amount of time,” added Oros. “The game’s environments were almost all created from scratch, and much of the character content and animation clips were new.”
New animations highlight the advancement of Ezio’s assassin skills. Animators at Ubisoft developed a number of intense fight animation clips, including “combo kills,” where players can eliminate multiple enemies in one move.
“Ezio is now a highly skilled Master Assassin, so we wanted to reward players for a more aggressive combat strategy, instead of the defensive style that was required in ‘Assassin’s Creed® 2,’” said Mike Mennillo, lead fight animator for Ubisoft.
The Ubisoft team shot new fight concepts in a motion capture studio and brought the data into MotionBuilder. This data was then used as a base for the final animation clips created in 3ds Max.
To view an in-depth presentation about how Ubisoft developed the new fight animation in “Assassin’s Creed Brotherhood,” visit the “Auditorium” on Autodesk’s virtual Digital Entertainment Conference site.
Congratulations to DHX Media Ltd., who has signed multiple broadcast and home entertainment deals from its extensive preschool slate in Asia, as it prepares for Asian Television Forum next month.
In Malaysia & Brunei, the Astro platform has picked up the exclusive rights to all episodes of the preschool series Franny’s Feet, as well as all episodes of the reading-based preschool show Super WHY! which has also been picked up by InnoForm Media for home video in the territory, and by Media Link for home video in Thailand.
Further deals in Asia include a video-on-demand (“VOD”) deal with Korea’s JCG for Franny’s Feet and Super WHY!, and with Tarra Group Indonesia for home video for Franny’s Feet and additional episodes of Cbeebies hit show Grandpa in My Pocket.
Craig McGillivray, Territory Manager for Asia at DHX Media said: “There’s always a solid market for quality preschool programming in Asia, and we’re pleased to see continued demand across the region for our established hits Franny’s Feet and Super WHY! as well as newer titles such as Grandpa in My Pocket. Deals for VOD and home entertainment are particularly strong right now and we’ll be attending ATF looking to consolidate the presence of all our shows across the region.”