Tag Archives: nordic games

This is the Police review

This is the Police is, in its basic form, a police strategy game, wrapped inside a story featuring the last days of a stereotypical chief of police, Jack Boyd, in the fictional city of Freeburg in the late 1980’s. Is This is the Police worthy of a commendation for bravery in the face of adversity, or should it be read its rights and locked up?

This is the Police was developed by Weappy Studio, published by Nordic Games and Eurovideo Medien and originally released in July 2016 on the PC.

At the start of the game, Jack is told he is being retired from the force and given 180 day’s notice. He decides that to secure his future on retirement he needs to raise half a million pounds and soon finds himself being employed by the local criminal fraternities.

Let’s get one thing out of the way first. The voice acting in this game is wonderful. Jack Boyd is voiced by Jon St John, the person probably best known as the voice of Duke Nukem, and it is an absolute pleasure to listen to the dialogue in the cut scenes.

The main game mechanic is the day-to-day strategy game. The main screen is a map overview of the city, with your current squad along the bottom, with crimes in the top left and messages in the top right. You are alerted to a new occurrence of both of these via an alert and using the LT or RT buttons allow you to select and open these to see the details. Opening an alert to a crime being committed will give you the description of the crime and will allow you to allocate resource to deal with it.


Two things can happen at this point. Either the crime is dealt with and you receive a message informing you of the outcome, or a dialogue box will open allowing you to make a decision on what your officers should do. The decision made will either have a positive or negative outcome, so choose carefully. Once your officers are sent out to deal with the crime in process they are unable to be selected for another crime, so you can soon find your whole squad out of action. There are also “false alarms” of crimes which you can choose to ignore. Dealing with a crime successfully will give your police positive XP, but if they don’t then it will be lost. A message will inform you of the outcome, and at this point your police will return to the station ready for their next assignment.


Various messages will also appear, generally from City Hall or your “criminal” friends, and most of these require you to allocate officers to a non-crime related function or to ignore crimes taking place, of which you will be financially rewarded. If you send officers to help with a City Hall request, then they will unavailable for the rest of the day.

At any time, your police can be killed in action or they can quit. One request saw 3 officers sent to help out with the filming of a TV show, and afterwards one of my officers quit to become an actor!

Your squad are also needy and whingy, and at the start of every shift you have to deal with their requests to have the day off, such as the pathetic “I want to go to the big sale at the local store” to the understandable “My son is performing in a big concert and I want to watch him”, but generally they moan about being too tired or “I’m still drunk from last night!”  One of my officers actually died in a car accident from being drunk!  Each day in Freeburg follows this same pattern, and it’s a constant juggle of resources to solve crimes, and keep the mafia and City Hall happy.

You also have management options for the Police Station, City Hall and your various criminal alliances. These allow you to do the normal things like hire and fire staff, request new police officers and send them on training. There are also the darker requests, like hire a criminal to have certain officers killed, or to hire private investigators to find out which of your squad is plotting against you.

One area of This is the Police that breaks the monotony of the main game is investigations. Your squad also has a team of detectives that you allocate to solve these crimes. This is done via a storyboard sequence of the crime. There are clues and witness statements that need to be read and by putting the storyboard pictures in order the crime is solved. These are interesting but frustrating and often requires you to try many different solutions to solve them.


Occasionally a cut scene will play in-between the days of the main game, and are generally well written and funny, but they rarely require you to make decisions, and when they do they have little impact on the story.

I have many frustrations with This is the police, ranging from small errors such as spelling mistakes in the cut scenes and on the crime descriptions and also the larger ones which have more of an impact. Keeping City Hall happy is the worst of these. On one occasion I refused to follow an instruction from them, because all my officers were already allocated to solving crimes so I had no choice but to refuse. This resulted in my budget being cut and I had to fire an officer. This in turn meant that on subsequent days I struggled to fulfill all requests, which meant City Hall was unhappy with my performance and I lost another squad member. By day 60 I had no extra police from when the game started but the game felt more demanding.

My other main concern is of some of the situations you are put in. Firing all black cops and forcefully dealing with a peaceful LGBT just didn’t seem appropriate given the current world matters, but this game is based in the 1980’s so maybe it was meant to show the political differences now and then.


But the main downside of the game. Each day of gameplay is the same, and after 60 days I felt like I had seen and done everything the game had to offer. This had taken me 7 hours of gameplay and it felt unjustifiable to potentially put another 14 hours in to complete it, especially with all the other, better, games currently being released. Even though the story was good, it wasn’t that good!

Thanks to Xbox, Weappy Studio, Nordic Games and Eurovideo Medien for supporting TiX

MX vs ATV Supercross Encore review

In 1999, I bought a really cool Motocross windbreaker. It was red, with a white and black strip running down the left-hand side, and a patch that said, ‘McCready’. I’ve still got it to this day, but due to stomach expansion, it’s much too short to wear anymore. Anyway, that’s about where my experience with Motocross ends (I did go to a speedway meet once, but that doesn’t count).

I do, however, generally love motorbikes in games. They’re always my go-to vehicle of choice in open world campaigns, and whilst I’ve not revisited in a while, I remember thoroughly enjoying Project Gotham Racing 4’s offering. Combine that with the promise of jumps, stunts, and a general ‘rock ’n’ roll’ attitude, and I was quite looking forward to seeing what MX vs ATV Supercross Encore had to offer.

Quite a lengthy title, the game is technically the seventh in the MX vs ATV series that launched with the THQ-published Unleashed in 2005 on PS2 and Xbox. Developer Rainbow Studios have continued to work on the franchise since then, with Supercross being published by Nordic Games following THQ’s liquidation. Now, you might find that quick history lesson a bit much, but it’s important to understand that Rainbow have been working with the property for many iterations. So, this release should be pretty good, no?

No, it’s really not. At all. It’s also quite a surprising release. MX vs ATV Supercross was released on previous-gen, getting average to below-average review scores. Supercross Encore was released on the PS4 in late-2015 promising to be ‘optimised for the latest console generation’, and now it’s the Xbox One’s turn.


The promise of ‘latest generation optimisation’ is completely bewildering. Encore plays like a previous-gen game (an early one at that), but is presented like a relic that would have been chastised for being so poor had it arrived on the Sega Saturn. Whilst it offers a multitude of options in the sub-menus, it doesn’t explain what any of them are. In fact, there’s no explanations for anything at all in the game; you’re just expected to blindly feel your way around; no descriptions, no tutorials. For instance, selecting a ‘Single Race’ allows you to choose between National, Free Ride, Supercross, Waypoint, and something called, Rhythm Racing. What’s Rhythm Racing? I had no idea until I went to the game’s website.

It’s the same issue with the career mode. Again, there’s plenty of choice in the game’s eighteen tournaments, with each one boasting from five-to-seventeen races, but there’s nothing that makes it feel more than just a series of races with a trite leaderboard displaying at the end of each one.

Obviously you could overlook a little bit of sparseness if the racing is thrilling. Do you know what the best thing about racing around a dirt track at full speed and hitting a massive jump is? Well, I’ll tell you what, it certainly isn’t landing on the back of bike in front of you, bouncing off like you’ve just hit a goomba, and then carrying on around the track as if nothing happened. Encore is absolutely full of moments like this that just don’t make any sense from a developer that has such experience under their belt. At one point, thanks to the ridiculously random control mechanics, I misjudged a couple of jumps and just sailed through the middle of some tall, off-track structures like a helmeted apparition. And by the time you see a second and then third opponent race through the middle of your bike and body, it’s all just a bit silly.


Speaking of control mechanics, let’s talk about those in more detail. Obviously how your vehicle controls is vital to any racing game, it’s here where Encore provides quite a unique experience. I’ve never played a game where the controller sensitivity changes from light to heavy during the same race, and it’s maddening. You’ll take your first corner slamming down on the left analogue stick to try and get your seemingly treacle-laden bike safely into the next straight, and then, all of a sudden, you’ll tap the stick to line up a jump, and fly across the other side of the track, crashing into one of the hundreds of barriers, often dragging it into the middle of the track. The good thing about those barriers you’ve just redistributed though, is that they’ll just disappear. Not exactly realistic, is it? When playing through a ‘free roam’ course for a few minutes, I was driving my ATV into what the game warned me was ‘deep water’. My rider sat there for a split second, and then pathetically just fell off the vehicle and into the water. My 5-year-old thought it was hilarious, however, so, that’s something?

As well as barriers disappearing, textures pop in and out constantly during races. Encore’s website advertises, ‘Updated high-res track textures rendered in HD’, and if that’s true, I don’t ever want to see the non-Encore edition of the game, or what their definition of low-res is. In fact, the graphics in general just seem lifted from last-gen. They’re generally fine, but you’d expect a lot more from an Xbox One release. The sound is also disappointing; dull engine roar, stock crowd effects that just seem like they’re on a loop, and then there is the most nondescript, stock double-bass-drummed heavy metal that wants to play over everything. Now, I’ve never been to a motocross event, but I’d imagine it sounds much, much more exciting than how it’s conveyed here.


It’s not all bad. At one point playing, I hit a jump at full speed, flew over a bridge full of spectators, and then successfully pulled off one of the seeming impossible stunts. Caught up in the moment, I shouted, ‘THAT WAS RAD!’. That was my single moment of enjoyment playing the game, as the aforementioned issues quickly hit me once again in quick succession. Those stunts, one of the supposed-big features of the series, are extremely difficult to execute due to bizarre combination of having to hold RB whilst flicking the right stick. It isn’t the most ergonomically pleasing thing you’ll come across. However, when you land one correctly, you’ll be clawing for the replay option in the pause menu to see it again. Unfortunately, there isn’t one.

Ultimately, I just can’t see any reason as to why this Encore edition exists. It’s a struggle to find anything to enjoy within, and the non-existent presentation plus complete abandon of any tutorial (which would be useful) makes it impossible to recommend.

Thanks to Nordic Games and Xbox for supporting TiX

Are you ready for Warhammer: The End Times – Vermintide?

Today Fatshark and Nordic Games have announced that they will partner in the console release of the up and coming Warhammer: The End times – Vermintide. Fatshark will self-publish the digital versions of the game for consoles, and Nordic Games will publish the physical editions worldwide. So lock your doors and get prepared, as on October 4th the Skaven are coming.

Vermintide pits you and three others against vile and endless Skaven hordes, which have overrun the city of Ubersreik. You must fight the menace together as four out of five heroes, each with unique play styles, personalities and weapon arsenals. It’s survival of the fittest, either you finish them or they will finish you.

When asked about the announcement Martin Wahlund, CEO at Fatshark said “More than half a million PC gamers have already taken Vermintide to their heart, and this fall it’s time for console players to do the same. The consoles will get an extended version that includes all DLCs released for the PC version to date. We are over the moon to be working with Nordic Games on this release as their experience and expertise are incomparable.”

Reinhard Pollice, Business and Product Development Director at Nordic Games followed on to say “The combination of Fatshark and Warhammer seems too good to be true. We do have quite a few fanboys in our team, who played Krater, Lead and Gold, and – of course – also played the hell out of Warhammer Vermintide on PC. To say we are stoked to work with Fatshark on Warhammer Vermintide for consoles and the physical edition for PC is the understatement of 2016 in my book”

Vermintide -Composer

The console version of Warhammer: The End Times – Vermintide will include the super challenging Last Stand game mode as well as its two maps, where the players fend off horde after horde of Skaven in intense and increasingly difficult battles. It will also include Sigmar’s Blessing as well as the Drachenfels DLC, which contains three additional adventure maps set outside of Ubersreik.

Check out the official site for more information on Warhammer: The End Times – Vermintide. The console version will be released for Xbox One on October 4th.

Elex heading to Xbox One


Elex, announced today from Nordic Games and Piranha Bytes, seems a strange concept on the face of it.

A post-apocalyptic universe where sci-fi meets fantasy in a seamlessly stunning blend of elements. Elex will challenge you with interesting characters, mutant creatures, deep moral choices and thrilling action.

You decide which path to take, man or machine. There is no right or wrong choice when it comes to making your own way in the world of Magalan.

Civilised and with a population of billions, Magalan was looking to the future so hard that it missed the meteor heading straight for it. Those who survived are now locked in a battle to stay as survivors.

At the centre of this fight is the element, Elex. This precious resource arrived in limited quantities with the meteor. This new element can power machines and open the door to magic. It can also re-sculpt life into new and terrifying forms.

Part of your quest is to help decide which of these choices should be the future of Magalan. Can the magic and tech save this world, or will this power destroy what is left of Magalan.

The game will feature an open world exploration mechanic where you will have access to all five regions, right from the very start. You’ll be able to go exactly where you want to, when you want to.

There will be many weapons to defend yourself with. From swords and axes to bows, crossbows and harpoons, you’ll have arguably the widest selection of armaments ever assembled.You could also pick up a shotgun, plasma rifle or flame thrower. Thanks to the power of the meteor’s element cargo, the list is endless.

You’ll be able to find a companion in Elex too. The game encourages you to choose a faction to influence how the world will choose to recover. This, in turn will allow you to fully develop your individual skills.

If you’d like to know more about it, head on over to the game’s own website, but be sure to head back to view the new ‘Mood’ trailer, below.

Elex will be heading to Xbox One this winter.

Battle Worlds: Kronos review

Battle Worlds: Kronos taps into the nostalgia of games such as Battle Isle and Advanced War, with its turn-based unit control, vast maps and strategic options, and challenging objectives. And whilst the challenge is truly testing at times, there’s a lot of fun and satisfaction to be had finally conquering the AI.

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As a brand new commander, you are tasked with taking command of a wide variety of land, sea and air units in order to complete a selection of military campaigns against other organisations across multiple battlefields on the planet. Narratively this is set up as a form of entertainment for the general populous, with each organisation testing out their military hardware and fighting it out for glory, victory, and TV ratings. It’s a fascinating concept that is often reflexed upon by your soldiers, fellow commanders, and TV anchors, bringing in to question the morality of it all and its purpose.

However, the story fails to go as dark as you might expect or as deep as you might hope; keeping you entertained enough to continue against the harsh AI, but not immersing you enough for you to really care. Fortunately coming up with tactics on the fly to deal with your enemies is more than engaging enough to make up for the narrative.

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Missions typically start with a simple objective that cascades into multiple levels of complexity as you try to complete it. It’s a fairly predictable ebb and flow of trying to get to one point on the map or destroy a specific target, new enemy units or bases appear, or new, more challenging terrain is uncovered on the way, and your primary objective takes a back seat as you fight and manoeuvre around the many obstacles thrown in your path. It’s a fun a slow-paced affaire that can feel horrendously frustrating if you make a mistake but excitingly intense and enjoyable when your tactics pay off.

You move units individually one at a time, with each possessing a certain amount of actions they can perform in a single turn. Often these actions will include a single move action – allowing you to move the unit up to a maximum distance within a circle – and an attack action. Depending on the unit and its upgrades, you may have additional actions or entirely different ones, such as the Bandit which has two actions that are nonspecific, allowing that unit to move twice, fire twice, or perform one of each. Understanding and managing your unit’s actions, movement distance, attack distance, and vulnerabilities, is key to victory. Artillery units and ranged attack vehicles are better left behind a strong frontline, heavy tanks should form the frontline, and the smaller faster units can be used to mop up severely damaged opponents with hit and run tactics.

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Figuring out how to use your units is an interesting challenge and where a great deal of the strategy comes in. Infantry units, for example, can travel through forests to help flank enemies, meanwhile large artillery units need to be deployed before firing so some forethought is required in where to set them up and how to keep them safe. Meanwhile, the AI is aggressive and savvy enough to come up with tactics of their own, frequently engaging you with the right units for the job and testing your resolve. It can be great fun.

Automatic checkpoints are generated during missions to give you the option to re-load if things go wrong, however, they aren’t the most generously generated checkpoints so manually saving is a much better idea, and getting into the habit of saving often is strongly advised. This is especially important because each mission will play out in a specific way, with the first time you tackle it often being reduced to an expedition just so you can figure out what to expect before a re-load and a proper attempt. Continually failing because you can’t figure out precisely how to beat the AI during a mission can be frustrating, and it’s unfortunate that you’re often challenged with scenarios that appear to only have one way of surviving. Overall the missions allow you to use whatever tactics best suit you, but these skirmishes and events within missions are far less flexible.

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With units requiring individual control, the pace is slow and methodical, this suits the actions just fine for the most part, allowing you to plan your attacks and carefully micromanage every engagement, however, when it comes to simply moving around the map it can become tedious. This is especially evident when you gain access to buildings and can build additional troops. Moving them to the front line to join your main force one at a time is a frustrating distraction when you’re more interested in concocting grand strategies to conquer nearby foes.

Beyond the lengthy campaign are a small selection of challenge maps that test your skills as a commander even more. However, there’s no sign of the multiplayer component the PC version has, which is very disappointing.

Battle Worlds: Kronos is hugely challenging but a great deal of fun once you understand your unit’s strengths and weaknesses. It’s wonderful to see strategy games like this finally hit the Xbox One, with the turn-based nature of the title making the controller a perfectly viable option. The slow pace and the micromanaging of units may put some people off if they’re more familiar with C&C rather than Battle Isle, but if you can stomach the odd tactical restriction in-mission then this turn-based beast is certainly for you.

Thanks to Xbox and Nordic Games for supporting TiX

Darksiders II: The Deathinitive Edition review

Even after Vigil Games were disbanded and parent company THQ closed their doors, it’s terrific to see the Darksider series resurface with an enhanced re-release of the second game in the series, Darksiders II, now aptly subtitled the Deathinitive edition. But how well has the title aged over the last three years?

Fortuantely things are looking good for the second horseman of the apocolapyse. Death rides into battle, slicing and dicing foes whilst exploring puzzle-filled dungeons with the same spectacular combat and extensive world to explore, now with all DLC content neatly woven into the main story, a little extra crispness, as well as some new textures and visual effects.

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Following on from the original game, Darksiders II puts you in the role of War’s brother and fellow Horsemen, Death, on a quest to absolve War of his crime of unleashing Armageddon on Earth. As the plot thickens you visit multiple realms and meet supernatural forces and individuals you must destroy, barter with or aid in order to further your quest.

It certainly has a familiar flow to proceedings but it’s well paced and makes great use of the narrative and its inherent intrigue. Borrowing biblical references aplenty, Darksiders II adds additional depth to the unique picture of the apocalypse that its predecessor painted. It’s a significantly bigger and more detailed universe this time around and the enhancements make it all the more vivid thanks to new, fancy lighting and reworked textures that bring elements such as wood, steal and water to life with a little more clarity. Additionally the bulky, stylized art style ages well and adds a unique and attractive aesthetic.

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The main quest alone takes a good 20-30 hours to see through, and the multiple side quests – although many rely heavily on fetching a certain quantity of a particular item – offer options to deviate from the critical path and experience more spectacular locations and boss encounters.

Much like with the original Darksiders, the Zelda-esque aesthetic is a prominent theme, with each realm you visit acting as an open-world hub to access several dungeons. The dungeons themselves are sprawling caverns, castles and ruins filled with puzzles, enemies, loot and traversal challenges, all sporting a smart and visually stunning design that makes excellent use of Death’s abilities in each discipline.

Finding keys to locked doors and pulling, pushing, placing and rotating a whole host of realm specific objects gradually opens the way forward and gives you a slight mental workout in the process. Meanwhile, ledges, ceiling hooks and walls covered in vines will have you wall running and using abilities such as Death Grip to pull distant objects to you or you to them, or even creating portals on certain surfaces or splitting yourself in two to activate multiple pressure pads. It’s Soul Reaver meets Prince of Persia and it’s a mostly brilliant experience that’s just as much puzzler as it is platformer, although the occasional camera and direction miscommunication can frustrate and cause an unfair death or two. In fact the camera does like to fight with you a little and even induced some nausea on occasion.

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Combat, however, is the meat of the experience and it’s a remarkable system. What starts off as button mashing soon reveals itself as a much more nuanced mechanic. The two button system allows you to mix two different weapon types, styles and speeds into a precision foray tailored to your foe. Additionally the World of Warcraft loot categorisation of weapons – ranging from standard to rare with stat and elemental traits to match – further feeds into the effectiveness of your attacks. Then there’s the option to upgrade possessed weapons by feeding them other items, increasing their stats and adding traits. As your enemies become savvier and more aggressive your attacks must become more effective to match and your dodge more precise, and this marvellous system grants you the flexibility and means to fight back with grace and purpose. Additionally a levelling system allows you to spend skill points on mage or warrior abilities, granting you some powerful new attack options. The combat is so much deeper than it initially seems.

The adventuring through dungeons, puzzle solving and combat does get repetitive though. The environments shift at a steady pace with enough new elements added to keep you engaged and challenged, all driven by the narrative, but you’ll likely to get bored with the ‘find these three things’ quests as well as several puzzle sequences repeating but to different scales. The boss fights, however, are a worthy reward for your perseverance.

Boss fights are varied, challenging and a fascinating spectacle. One moment you’ll be fighting an Angel or Demon, the next a huge tree-like creature or stone golem. Each encounter challenges you to use your combat and traversal abilities to their pinnacle and it’s hugely satisfying to win.

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The spectacle, however, isn’t restricted to boss encounters, everything looks terrific. Characters, weapons, armour and architecture all sport a Warhammer/World of Warcraft aesthetic with chunky, defined edges and a bright and varied palette. A smooth and large spectrum of animations for enemies and Death in combat fill the screen and is a delight to witness. Enemy variety is perhaps the least impressive trait, though, with more than a few similar looking creatures luring in each location, and the level of detail certainly can’t match the more contemporary titles on the market.

Indeed, Darksiders II is an exceptional action adventure title, with level and combat design that sets the standard for the genre. The repetitiveness from a lack of objective and enemy variety is a shame, an unfortunate side effect from the length, and with such a gap between this release and its predecessor it’s a shame to not have a better recap for War’s adventure, but otherwise Darksiders II is excellent and the Deathinitive edition is absolutely worth your investment.

Thanks to Xbox and Nordic Games for their support 

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Darksiders II Deathinitive Edition launch trailer aired


It’s not long until the Darksiders II collection, the Deathinitive Edition is released. It’s actually just a matter of days until you can unleash, well, Death upon the world once more.

This collection includes all the previously released DLC, which adds up to a mighty 30+ hours of gameplay all running at native 1080p. Gunfire Games have reworked the graphics and rebalanced the loot drops to boot.

So, without further ado, get a load of Death, revisiting carnage and destruction on the world after being awoken by the End of Days.

Darksiders II Deathinitive Edition is booked in for the apocalypse, that’s the 27th of October to the rest of us.

Darksiders II looking Deathinitively inviting


Who loved Darksiders II? You all did? Well, guess what? Nordic Games have today announced that Darksiders II Deathinitive Edition is coming to Xbox One, both digitally and in stores, this October.

The Deathinitive Edition will be a graphically updated version of the original game and will include all DLCs, (Maker Armor Set, The Abyssal Forge, The Demon Lord Belial, Death Rides, Angel of Death, Deadly Despair, Shadow of Death, Mortis Pack, Rusanov’s Axe, Van Der Schmash Hammer, Fletcher’s Crow Hammer, Mace Maximus and Argul’s Tomb), and running on the Xbox One in stunning native 1080p resolution.

As if that wasn’t enough, the game balancing and loot distribution tweaks have been made. The entire project is in the experienced hands of Gunfire Games, where nearly all the staff had worked on previous Darksiders titles being part of Vigil Games.

Play as Death once more, the most feared of the Four Horsemen, able to destroy worlds and battle forces beyond Heaven and Hell and take advantage of the improved and reworked level, character and environment graphics.

Gunfire Games’ Design Director, John Pearl;

It’s rare that as developers, we get the opportunity to revisit one of our previous games. The passage of time and the numerous games we’ve worked on since Darksiders II shipped has allowed us to return to it with a fresh perspective. With that said, we went back to what is a huge game and addressed things we didn’t have time for or didn’t notice the first time. We started by revisiting every asset in the game, increasing the texture resolutions and brought the art up to spec to take full advantage of the new lighting and rendering. Darksiders II has a lot of DLC in the form of weapons, armour and unique locations. These pieces of DLC which felt separate from the main campaign have now been integrated into the game and rebalanced accordingly. Lastly, we’ve addressed much of the feedback we received after the game’s release in regards to balance and bugs. With all these changes, this is truly the Definitive Edition of Darksiders II.

Darksiders II Deathinitive Edition will see a worldwide release on the 27th of October.

Super Dungeon Bros playable at Gamescom

superdungeonbrosWired Productions today confirmed that  Super Dungeon Bros, the rock-themed co-op dungeon brawler developed by independent studio React Games will be shown at this year’s Gamescom in association with UKIE, and will show off further new content.

As part of the recent retail distribution agreement with Nordic Games, Super Dungeon Bros will also be playable at the Nordic Games Stand.

After its successful outing at E3, Super Dungeon Br0s’  third in-game world, Bogheim, will be available for a hands-on look for the first time at Gamescom  this August.  True to its name, Bogheim is a swampy, yet beautiful world filled with perils and exciting new challenges, joining the already announced worlds of Chillheim and Cryptheim. Players will also have a chance to face never-before-seen boss fights.

In  Super Dungeon Bros, a band of mighty rock bros must navigate the endless dungeons of Rökheim, a giant scar of godforsaken earth, to seek out epic loot, fight hordes of evil undead and uncover the legends of long lost fabled Rock Stars!

Teams of up to four players either on or offline can take on the roles of heavy metal heroes; Axl, Ozzie, Freddie, and Lars and embark on a quest from the gods of rock to search ever-changing dungeons (which scale depending on the number of players) and combine rock and fantasy with dangerous foes, deadly obstacles and hazardous puzzles.

Currently set for a late 2015 release on all platforms, Super Dungeon Bros is promising not only 4 player co-op but also cross platform integration between Xbox One and Windows 10.

Darksiders 2 Deathinitive Edition heading to Xbox One

Nordic Games have finally announced that the rumoured Darksiders 2 Deathinitive Edition will come to Xbox One at the end of the year. Not only is the remaster loaded with all previously released DLC and running with a new lick of HD paint, but it’s also had the some loot and balancing tweaks made to make this the ultimate ‘Deathinitive’ edition.

We took over the franchise roughly 2 years ago and thought about the next chapter for Darksiders ever since then. Naturally (and extremely excitedly!), there will be a large-scale project based on Darksiders, but for now it is very important for us to take care of the existing games and make those available to a broader audience. Bringing Darksiders 2 to current gen was a logical step for us and the team at Gunfire Games know their trade inside-out, so we easily and quickly had lots of ideas that we wanted to realise for this specific edition.

Said Reinhard Pollice, Business & Product Development Director at Nordic Games – note the comment about a future ‘large-scale’ project!