Free Play Days – Railway Empire, Prison Architect and TramSim: Console Edition

Embark on a thrilling journey with Free Play Days, featuring the strategic depths of Railway Empire, the intricate challenges of Prison Architect, and the immersive urban experience of TramSim: Console Edition! All are available this weekend for Xbox Game Pass Core and Xbox Game Pass Ultimate members to play from Thursday April 25 at 12:01 a.m. PDT until Sunday, April 28 at 11:59 p.m. PDT.  

Game Pass Core will give players access to our advanced multiplayer network, a select collection of over 25 games to play with friends around the world, and exclusive member deals! Read more about Game Pass Core at Xbox Wire


How To Start Playing


Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Core or Xbox Game Pass Ultimate membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


Keep The Fun Going


Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


Free Play Days (Game Pass Core or Game Pass Ultimate Required)


Xbox Live

Railway Empire

Kalypso Media


227


$19.99

$9.99
Xbox One X Enhanced

Railway Empire 
Your model train set just got a lot bigger! Fire up your favorite historically accurate locomotive and play your way through an extensive campaign in the Golden Age of industry in Railway Empire. Establish a wide-ranging train network connecting far-flung rural villages to bustling cityscapes in one of the 40 detailed locomotives modelled in extraordinary detail. Tap into the economic opportunities of the early United States railway system to become a powerful industrialist by optimizing the transportation of passengers and goods.  But, whilst you may have the intellect to climb to the top, do you have the cunning to stay there? Pitted against up to three rival railway magnates intent on expanding their spheres of influence. Will you create a trade and transport empire to stand the test of time, or will you be another footnote left by the wayside? Lay your tracks and begin your saga today with Railway Empire now on Free Play Days. 


Xbox Live

Prison Architect: Xbox One Edition

Double Eleven Limited


369


$29.99

$7.49
Free Trial

Prison Architect  
Only the world’s most ruthless Warden can contain the world’s most ruthless inmates. Design and develop your personalized penitentiary in Prison Architect. In Prison Architect, you will see the impact of your grand design on the lives of your inmates; be it a utopic center for rehabilitation, a brutal Super Max Prison or anything in between. Even when all of your prisoners’ needs are met, remember one thing – it’s still a prison and no one really wants to be there.


Free Play Days For All


Xbox Live

TramSim: Console Edition

Dovetail Games


13

$29.99

TramSim: Console Edition
Urban transport comes to life in TramSim: Console Edition! Enjoy the most realistic tram driving experience ever made, with photorealistic graphics, true-to-life physics, and authentic tram controls. Carry out scenarios across the faithfully reproduced tramways of Munich and Vienna and take in the sites of these historic cities from the cab of your tram. Run to the timetable and face unique challenges across two lines aboard the Flexity and retro Type E2 trams in Vienna. Transport passengers with the unique R2.2b tram through Munich, rich with historic structures spread throughout 3 lines. Both cities are populated with dynamic road traffic and pedestrian behavior. Anyone can join in the fun! Start with beginner mode, learn in the tutorials, and master the art of tram driving, the passengers of Vienna and Munich await in TramSim: Console Edition! 


Don’t miss out on these exciting Free Play Days for Xbox Game Pass Core and Xbox Game Pass Ultimate members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

The post Free Play Days – Railway Empire, Prison Architect and TramSim: Console Edition appeared first on Xbox Wire.

Get To Know Our Team: Chad – Senior Software Engineer

Get To Know Our Team
Chad
Senior Software Engineer

Hi, everyone! Wynn here again. Welcome back to another Xbox Insider Team interview. Today’s chat is with Chad—the very first of our incredible Xbox Insider engineers. How’s it going, Chad?

Doing pretty well, Wynn.

Glad to hear it! Well, let’s jump right in.

Tell the community a little bit about how you joined the Xbox Insider team.

Yeah, so, I joined the team ten years ago. Probably like a month or two after everything initially launched.

Oh, wow. So, you’re pretty OG on the team?

I’m the longest-serving engineer, and I think only Leland has me beat on overall tenure for the team.

That’s really impressive man. You must’ve seen a lot in your time here.

Haha. It’s been a journey. I’ve seen the program evolve from a little applet, where we just had a few visible rings, to where it is now, with a fully blown hub app and multiple different types of flighting. It’s been really rewarding to be part of that transformation.

Let’s talk more about that transformation. How have you seen things change over the years?

In the beginning, the program was a kind of scratch group of different people all trying to just get things working and stood up. We had the flight dashboard setup, but we realized really quickly that we needed an actual app for people to access. So, we worked to build that out. Then when Todd took over, he was really focused on the outward expansion of the program. Game flights, app flights, better infrastructure for all that, Todd pushed a bunch of those initiatives forward. Now, with Brad’s leadership we’ve been working on a lot of the crystallization of process and harmonization aspects.

I love hearing about this kind of history. I didn’t think about it initially, but I guess you’ve worked under everyone who has led the program.

Yup! I’ve seen every manager, every leader, every re-org, etc. that’s happened throughout the years.

Well—since you’ve been here for so long—what’s your favorite moment from your work or like something you’ve worked on that you’re the most proud of?

Hmm. That’s a great question. I think I have two different answers. To answer the “what I’ve worked on part”, it’s really the feedback system as a whole. There’s probably not a single thing in that codebase I haven’t touched over the years, and I’ve been building that from the ground up all the way to now.

But the favorite moment portion is definitely something that’s not related to the work I do at all. Before the lockdowns started, we had these holiday parties every year. Just a small thing with the flight team, a white elephant type deal. The cast may have changed somewhat, but there was also a static core throughout the years. So, there’s this series of cherished memories that I have with all of my teammates from each of those parties that I hold dear.

I’m torn between being mind blown about the feedback reveal and being moved by the holiday party anecdote. I wonder if there’s any way we could start that back up.

It would be cool to see them come back in some form.

Well, we’ve seen what you’ve worked on in the past. Do you have any updates about what you’re currently working on that you can share with the Xbox Insider community?

Lemme think if there’s anything I can talk about publicly. The nature of engineering work isn’t always the most flashy or interesting to everyone, but we are doing a lot of upcoming modernization work on the backend for all things XIP.

Okay. I can get behind that. Sprucing up the infrastructure?

Yeah, exactly. Tech progresses pretty quickly, so you always want to make sure you’re doing things as efficiently as possible. With some of these changes, it’ll end up freeing up our engineering team to work on more “fun” projects later in the year.

That sounds awesome! Looking forward to seeing how that turns out.

Okay, let’s move on to the more rapid-fire style questions. What’s your favorite video game or one that’s impacted your life the most?

This is slightly tangential from the question, but as far as a game that impacted my life, the first thing that comes to mind is a teacher I had in high school. I grew up in a more rural area where we didn’t have many AP classes at the time. I had a particularly cool computer science teacher who saw potential in myself and a handful of other students. He hand-crafted multiple years’ worth of computer-related courses specifically for us. He showed us everything: computer history, visual logic and visual basic, some computer animation and modeling. A lot of the classes were designed around us creating little apps and games. That memory: those games I built with that teacher and my classmates, are what I remember the most.

That might be the best answer that isn’t quite an answer to this question I’ve gotten yet. I’m incredibly glad you shared that. I think a lot of people had that one teacher in high school that really connected with them in a meaningful way.

Definitely. I don’t think I’d be where I am today without those experiences in those formative years.

Agreed. Let’s try a little lighter fare. Favorite album?

Renaissance by Beyoncé has been a go-to for a while now. I’m a bit of a house-head and I’ve always loved the Queen Bee, so that album has really been firing on all cylinders for me.

I know purely from my wife’s excitement that the next album in that trilogy is dropping soon.

Yeah, it comes out at the end of the month, but it’s actually a country album instead of a more dance/electronic one. [Note: This interview was conducted prior to the album’s release.]

Haha. It seems I’m far out of the loop when it comes to Beyoncé. I’m like, “The same person who did Single Ladies is doing house and country?”

The Queen Bee has range.

Truly. Let’s move onto the screen. Any favorite shows or movies you like to rewatch?

Avatar: The Last Airbender I can literally watch any time, start to finish. For movies, I’m a Miyazaki guy, and Spirited Away is my favorite.

Oh, you and Austin should do a simultaneous rewatch of ATLA. You can start a podcast!

That’s not a bad idea. Lemme write that down.

I’ll be the first subscriber.

Okay, do you have any hobbies outside of the realm of entertainment media?

I love travelling with my partner and my friends. I’ve actually been to Antarctica before. But traveling is too cliché, right?

Let me just check my notes here. Nope. We don’t have a single other person who says they’ve been to Antarctica.

Haha. I guess it was one of those once-in-a-lifetime things even though I do hope I get to go back someday.

I wish we had a little more time to dive into that because I’m so curious about what that was like. Anything else besides being an actual literal globetrotter?

I’ve gone to Burning Man for the past nine years and I spend a decent amount of time working on projects for that.

The environmental dichotomy of Antarctica and Burning Man being your answers is truly perfect.

Thank you.

Well, any last thoughts for our Xbox Insiders before we wrap?

I just want to say thank you to everyone who has ever submitted feedback through the program. Whether it was system related, a game flight, or just a one-off, we really do look at all of that and it’s extremely important for what we do as a team. We really can’t thank everyone enough.

I can cheers to that! Chad, thank you so much for stopping back to chat with everyone.

The pleasure’s mine, Wynn!

Xbox Insiders, be sure to be on the lookout for more content all throughout February including more interviews from the team, a trip down memory lane, and so much more. All of our 10th Anniversary content can be found on our Hub Page.

Until next time! Wynn/

The post Get To Know Our Team: Chad – Senior Software Engineer appeared first on Xbox Wire.

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.

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.

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

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.

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.

Xbox Celebrates Mutant Nostalgia With Marvel Animation’s X-Men ‘97 Custom Comic Xbox Series X and Controllers

Summary

  • Xbox and Marvel Animation’s “X-Men ’97” have united to bring fans an extraordinary collaboration – the “X-Men ’97” Xbox Series X, wrapped in an exclusive comic by Marvel’s Rich Douek and Paco Diaz.
  • Immerse yourself further with Xbox Design Lab’s X-Men character controllers. Each inspired by your favorites, they come in nostalgic blister packs.
  • Enter our limited-time sweepstakes for a chance to win this ultimate collector’s bundle! Don’t miss your shot at this iconic piece of mutant history.

Calling all Xbox and X-Men enthusiasts! We’re ecstatic to announce an incredible collaboration between Xbox and Marvel Animation’s “X-Men ’97,” now streaming on Disney+. Prepare to immerse yourself in the world of mutants like never before.

Xbox and “X-Men ’97” have come together to bring you a very special  Xbox Series X wrapped in a limited-edition comic inspired by the all-new series and created by Marvel writer Rich Douek and artist Paco Diaz. This thrilling 2-page story with full page cover is exclusive to the Xbox Series X, and features Cyclops leading the X-Men in a battle against Sentinels and Master Mold, with an Xbox Series X console making a special appearance in the Danger Room.

Marking the first time an Xbox Series X has been wrapped by a comic book, this collaboration promises to immerse fans in a nostalgic journey through the world of the “X-Men ’97.”

In addition, Xbox Design Lab created a set of controllers inspired by you the colorways of your favorite X-Men characters from the show: Wolverine, Storm, Rogue, Morph, Magneto, Jubilee, Gambit, Jean Grey, Cyclops, Beast, and Bishop. Each character comes to life through unique controller designs, and comes in a 90’s inspired blister pack that makes for the ultimate collector item.

Fans eager to get their hands on the “X-Men ’97”-inspired Xbox Series X and one of the Xbox Design Lab character controllers will have the opportunity to enter the sweepstakes hosted on Xbox Twitter.

By following Xbox on X (formerly Twitter) and retweeting the official Xbox sweepstakes tweet ( #XMen97XboxSweepstakes) during the Entry Period, fans can secure their chance to win a Xbox Series X Console inspired by X-Men ’97, Xbox Wireless Controller (this comes with the console but will not be customized), and a Xbox Design Lab Controller inspired by X-Men ’97 Wolverine . The sweepstakes will run exclusively from Monday, April 22, 6:00am PST through Sunday, May 19, 8:00pm PST, offering participants ample time to join in on the excitement.

Get ready to unleash your mutant powers with this Xbox and “X-Men ‘97” team-up and don’t forget to catch the latest episodes of “X-Men ’97” on Disney+, available on your Xbox!

About Marvel Animation’s “X-Men ‘97”

Marvel Animation’s “X-Men ’97” revisits the iconic era of the 1990s as The X-Men, a band of mutants who use their uncanny gifts to protect a world that hates and fears them, are challenged like never before, forced to face a dangerous and unexpected new future.

The all-new series features 10 episodes. The voice cast includes Ray Chase as Cyclops, Jennifer Hale as Jean Grey, Alison Sealy-Smith as Storm, Cal Dodd as Wolverine, JP Karliak as Morph, Lenore Zann as Rogue, George Buza as Beast, AJ LoCascio as Gambit, Holly Chou as Jubilee, Isaac Robinson-Smith as Bishop, Matthew Waterson as Magneto, and Adrian Hough as Nightcrawler. Beau DeMayo served as head writer; episodes are directed by Jake Castorena, Chase Conley and Emi-Emmett Yonemura, and the series is executive produced by Brad Winderbaum, Kevin Feige, Louis D’Esposito, Victoria Alonso and DeMayo. Featuring music by the Newton Brothers, Marvel Animation’s “X-Men ’97” is now streaming on Disney+

The post Xbox Celebrates Mutant Nostalgia With Marvel Animation’s X-Men ‘97 Custom Comic Xbox Series X and Controllers appeared first on Xbox Wire.

Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11

Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11

Summary

  • During a recent livestream, Atlus showed a brand-new trailer for the upcoming Metaphor: ReFantanzio.
  • Get a first look at gameplay, with developer commentary, as segments of the game are explored.
  • Metaphor: ReFantanzio is set to launch October 11, 2024, for Xbox Series X|S.

A special developer livestream, titled “Atlus Exclusive,” took place today for Metaphor: ReFantazio, revealing brand new details about the upcoming RPG. Studio Zero Director Katsura Hashino, who you might know from Shin Megami Tensei III — Nocturne, Persona 3, Persona 4, and Persona 5 — introduced the first hands-on gameplay for the title with a 30-minute livestream (dubbed and subbed in English), discussing his development vision and creative inspirations as he explored various segments from the game.

During the livestream, Hashino-san started by introducing viewers to the premise of the story and acquainting them with the protagonist, and his fairy companion Gallica. The game is filled with interesting allies, rivals, and terrifying monsters that will come across his journey.

After displaying some of the introductory parts of the game, the first stop of the journey is shown with the Royal Capital Grand Trad. This is where you can start getting a sense of scale of the game as you walk through the city and view the maps. Fans were also given a first look at another local, Martira, a town that hasn’t been shown before.

As Hashino-san moves through dungeons and locations, he dives deeper into the gameplay systems and the journey the game takes you through.  At the heart of it is the Gauntlet Runner, a fun and cool vehicle that can travel safely across wastelands, that also doubles up as your home base and HQ. The Gauntlet Runner is quite spacious with numerous functions, so use your time as you please!

Another important element of the game is Archetypes, which lies in the job system. The Archetypes are a special power that can awaken in various forms. A few Hashino-san highlights are the Seeker, the Mage, and the Thief, which were put on display in a dungeon. Archetypes can be used by your other party members, giving countless options in forming your party.

Throughout the livestream, Hashino-san also shared interesting information about the music, concepts behind the art and design, and teased some of the story, as well as insights into combat strategy, enemy analysis and more!

Metaphor: ReFantazio is a massive game, with much more to share throughout the coming months. Notably, one of the most exciting news from the livestream: we have a launch date to share! Metaphor: ReFantazio will launch on October 11, 2024 on Xbox Series X|S and Windows PC.

Physical pre-orders for the title are now open at participating retailers, with a special physical Collector’s Edition for those looking to commemorate this exciting launch. To accompany this exciting announcement, the team shared a new trailer, The King’s Trial, for Metaphor: ReFantazio highlighting much of what is to come – you can watch it below!

Since it’s been 35 years since Atlus released its first title, we see Metaphor: ReFantazio as a culmination of everything that makes Atlus what it is — distinctive style & UI, cutting-edge combat, engaging characters and legendary stories. We can think of no better way to celebrate this momentous occasion than releasing Metaphor: ReFantazio for all the old and new Atlus fans alike.

If you want to learn more, please watch the full livestream on the Atlus YouTube channel or wish list the game here on Xbox. That’s all the team has to share for now but please keep an eye out for more information and reveals as we start the countdown to October 11! Also stay tuned to the ATLUS West official channels Facebook, Instagram, and Twitter.

Xbox Live
Xbox Play Anywhere

Metaphor: ReFantazio

SEGA

Metaphor: ReFantazio is a fantasy RPG that takes players on a thrilling adventure in a world where eight tribes live in strife and the throne sits empty after the king’s assassination. With no heirs to wear the crown, the will of the late king decrees that the kingdom’s next monarch will be elected by the people, and thus begins your fight for the throne… and the future.

Featuring an epic storyline with fierce turn-based battles against powerful foes and other candidates vying for the crown, you’ll customize your party from endless combinations of classes, dive into the deepest dungeons, and come face to face with this world’s greatest threats – humans.

From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio, a unique fantasy world, where your protagonist will journey alongside his fairy companion, Gallica, to lift the curse from the kingdom’s lost prince. Control your destiny, face your fears and awaken magical “Archetype” powers that lie dormant in your heart. By awakening to an “Archetype,” you will unlock the power to channel and combine the abilities of unique job classes. Strengthen your bonds and build your party to take down powerful foes and discover the kingdom’s true nature.

The post Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11 appeared first on Xbox Wire.

Star Wars Jedi: Survivor Joins the Play List on April 25

Star Wars Jedi: Survivor Joins the Play List on April 25

Get ready to stand against the darkness in Star Wars Jedi: Survivor!

The critically acclaimed action-adventure game from Respawn Entertainment – in collaboration with Lucasfilm Games – is coming to the Play List on April 25, 2024, for all EA Play members. PC Game Pass and Ultimate Game Pass members can start their adventures this week as a part of their membership to experience the next chapter in Cal Kestis’ saga.

Star Wars Jedi: Survivor has earned top accolades and awards – including IGN’s Best Action Game of 2023, PC Gamer’s Best Adventure Game of 2023, and a Grammy Award for Best Score Soundtrack for Video Games and Other Interactive Media.

The game follows Cal Kestis as he explores an untamed galaxy while carrying its hopes for the future on his shoulders. Members can look forward to discovering new planets and revisiting familiar frontiers in the Star Wars galaxy, each with unique biomes, challenges, and enemies. All the while, they’ll be mastering new skills, equipment, and abilities as they traverse the grandiose landscapes.

EA Play also offers members regular in-game rewards. Here are the latest items, coins, and boosts, all claimable now:

  • Apex Legends Apex Logo (Precious Peaks) Weapon Charm – Now to April 30
  • Battlefield 2042 Brigade Buster – Now to April 30
  • EA Sports FC 24 Clubs FC Pro Black Glasses – Now to April 25
  • EA Sports FC 24 VOLTA FC Pro Neck Tattoo and COINS – Now to April 25
  • EA Sports FC 24 Ultimate Team Draft Token – Now to May 14
  • Madden NFL 24 MUT April Pack – Now to April 30
  • WRC Season 4 Rewards – Now to June 3
  • NHL 24 Super Hero Set – Now to May 22
  • NHL 24 WOC Coins – Now to May 22
  • NHL 24 WOC Battle Pass XP Modifier – Now to May 22

Game Pass Ultimate members can claim more member benefits in the Xbox Perks section in the Game Pass App or on console. This month’s perks include:

  • F1 23 24,000 PitCoin – Now to April 29
  • NHL 24 Mega Players Pack – April 18 to May 9

Xbox Game Pass Ultimate and Xbox Game Pass PC members receive EA Play with their Game Pass subscription. Members enjoy great player benefits, including in-game challenges and rewards, special member-only content, trials of select new games such as EA Sports FC 24 and access to a collection of EA’s best-loved series and top titles, including the recently added EA Sports PGA Tour and EA Sports NHL 24. In addition, all members get 10% off purchases of Electronic Arts digital content.

Visit the EA Play page for more details, and to stay up to date on the latest from EA Play, follow EA Play on, Instagram, or X. Please see EA.com/EA-Play/Terms for terms and conditions.

Xbox Live

STAR WARS Jedi: Survivor™

Electronic Arts


544


$69.99

$62.99

The story of Cal Kestis continues in Star Wars Jedi: Survivor™, a third person galaxy-spanning action-adventure game from Respawn Entertainment, developed in collaboration with Lucasfilm Games. This narratively-driven, single player title picks up five years after the events of Star Wars Jedi: Fallen Order™ and follows Cal’s increasingly desperate fight as the galaxy descends further into darkness. Pushed to the edges of the galaxy by the Empire, Cal will find himself surrounded by threats new and familiar. As one of the last surviving Jedi Knights, Cal is driven to make a stand during the galaxy’s darkest times – but how far is he willing to go to protect himself, his crew, and the legacy of the Jedi Order?

• Continue Cal’s Journey – No longer a Padawan, Cal has come into his own and grown into a powerful Jedi Knight. Carrying the memories and expectations of the Jedi Order with him, his crusade against the Empire has only become more perilous. The Dark Times are closing in – with enemies new and familiar surrounding him, Cal will need to decide how far he’s willing to go to save those closest to him.

• Go Beyond Your Training – The cinematic combat system returns with additional Force abilities and new lightsaber fighting styles. Creatively leverage all these abilities and weapons to strategically take on an expanded host of enemies, sizing up strengths and weaknesses while cleverly utilizing your training to overcome your opponents and solve the mysteries that lay in your path.

• Explore an Untamed Galaxy – Discover new planets and familiar frontiers in the Star Wars galaxy, each with unique biomes, challenges, and enemies. Master new skills, equipment, and abilities that will augment the ways you explore, fight, and roam. With larger areas to explore and more to discover off the beaten path, players who adventure beyond the horizon will find hidden rewards.

CONDITIONS AND RESTRICTIONS APPLY. SEE www.ea.com/legal FOR DETAILS
Lucasfilm, the Lucasfilm logo, STAR WARS and related properties are trademarks and/or copyrights, in the United States and other countries, of Lucasfilm Ltd. and/or its affiliates. © & TM 2023 Lucasfilm Ltd. All rights reserved.

Xbox Live

STAR WARS Jedi: Survivor™ Deluxe Edition

Electronic Arts


3735


$89.99

$80.99

Unlock exclusive cosmetic items inspired by Han Solo™ and Luke Skywalker™, as seen in STAR WARS: A New Hope, with Star Wars Jedi: Survivor Deluxe Edition*.

• The “Galactic Hero” Cosmetic Pack
‎ – The “Scoundrel” Cosmetic
‎ – The “Rugged” BD-1 Cosmetic
‎ – The “DL-44” Blaster Set

• The “New Hero” Cosmetic Pack
‎ – The “Rebel Hero” Cosmetic
‎ – The “BD-Astro” BD-1 Cosmetic
‎ – The “Rebel Hero” Lightsaber Set

The story of Cal Kestis continues in STAR WARS Jedi: Survivor™, a galaxy-spanning third-person action-adventure game from Respawn Entertainment and Lucasfilm Games. This narratively driven single-player adventure continues five years after the events of STAR WARS Jedi: Fallen Order™ and follows Cal’s increasingly desperate fight to protect the galaxy from descending into darkness.

• Continue Cal’s Journey – No longer a Padawan, Cal has come into his own and grown into a powerful Jedi Knight. The Dark Times are closing in – with enemies new and familiar surrounding him, Cal will need to decide how far he’s willing to go to save those closest to him.
• Go Beyond Your Training – The cinematic combat system from Jedi: Fallen Order returns with additional Force abilities and new lightsaber fighting styles. Combine all these abilities and weapons to find your distinct style and defeat enemies new and old.
• Explore an Untamed Galaxy – Discover new planets and revisit familiar frontiers in the Star Wars galaxy, each with unique biomes, challenges, and enemies. Master new skills, equipment, and abilities that will enhance the ways you explore, fight, and roam.

*CONDITIONS AND RESTRICTIONS APPLY. SEE www.ea.com/legal FOR DETAILS
Lucasfilm, the Lucasfilm logo, STAR WARS and related properties are trademarks and/or copyrights, in the United States and other countries, of Lucasfilm Ltd. and/or its affiliates. © & TM 2023 Lucasfilm Ltd. All rights reserved.

The post Star Wars Jedi: Survivor Joins the Play List on April 25 appeared first on Xbox Wire.

IGN x ID@Xbox Digital Showcase Returns April 29, 2024

IGN x ID@Xbox Digital Showcase Returns April 29, 2024

ID@Xbox Digital Showcase Hero Image

Summary

  • The ID@Xbox Digital Showcase will premiere on April 29, 2024, at 10am PT / 1pm ET / 6pm BST.
  • Get the latest updates on games like Vampire Survivors, Dungeons of Hinterberg, 33 Immortals, Lost Records Bloom & Rage, and more!
  • If you miss out, IGN will have the ID@Xbox Digital Showcase archived on their channel after the show concludes.

Last year, you got a first-hand look at Karateka, Axiom Verge 2, Sea of Stars, and many other incredible games during the first IGN x ID@Xbox Digital Showcase. Today, we’re excited to announce that the show is returning on April 29, 2024, with another batch of hotly anticipated indies for you to play across Xbox and PC.

On top of epic trailers, fresh gameplay, and new reveals, the show will feature new details on upcoming games like Dungeons of Hinterberg, 33 Immortals, Lost Records Bloom & Rage, and many others.

The ID@Xbox Showcase will premiere on April 29, 2024, at 10am PT / 1pm ET / 6pm BST and you can tune in across all IGN Platforms.

We are also proud to share that the ID@Xbox Digital Showcase will also be available in American Sign Language (ASL): Stream the ID@Xbox Digital Showcase in ASL. We hope you’ll join us for lots of indie goodness, but if you cannot watch live, the showcase will be available on demand post-premiere on IGN’s channels, and of course, we’ll have a recap of everything showcased on Xbox Wire!

Stay tuned to Xbox Wire and IGN for more! 

The post IGN x ID@Xbox Digital Showcase Returns April 29, 2024 appeared first on Xbox Wire.