The Story Continues in Secret World Legends – Free Expansion out Now!

Total Page:16

File Type:pdf, Size:1020Kb

The Story Continues in Secret World Legends – Free Expansion out Now! Apr 05, 2018 08:59 UTC Finally! The Story Continues In Secret World Legends – Free Expansion Out Now! –Dawn of the Morninglight is a free story expansion for Funcom’s shared- world RPG Secret World Legends, unleashing the next chapter in its epic modern-day story – OSLO, Norway – April 5th, 2018 – Grab your passport, book your flights, and buckle up: you’re going to South Africa! Funcom is thrilled to announce that Dawn of the Morninglight, the first expansion update for Funcom’s shared- world RPG Secret World Legends, is now available. And the best part? It’s fully free to play. Gamers can download the base game with the new story expansion now and play for free. Dawn of the Morninglight adds another region to the already impressive roster of real-world locations in Secret World Legends. In addition to visiting New England, Egypt, Transylvania, and Tokyo, players can now jump on a plane and head to South Africa where the Morninglight, a cult that prides itself as being the “fastest growing spiritual movement in history”, has set up shop. Your job? Infiltrate them, rise within their ranks, and uncover the cult’s sinister truth.This free story expansion presents the continuation of Secret World Legend’s story set after the events of Kaidan and players’ recent ascent through the Orochi Tower. Those who have completed the Tokyo storyline will finally see their story continue. Download the new Secret World Legends – Dawn of the Mornininglight Trailer: Download from Funcom’s FTP | Embed from YouTube Download the latest screenshots “We’ve been saying ‘to be continued’ for quite some time now,” says Producer Josh Mills. “Finally, here it is, this is where it continues. We have introduced hours of new and fully voice-acted missions, new characters, new cutscenes, new monsters, and of course tons of new loot to discover. Secret World Legends has always been about digging into local folklore and urban legends, from the vampires of Transylvania to the Lovecraftian horrors of New England, and this time we have had the opportunity to take inspiration from the rich folklore of South Africa. Players have a lot to look forward to!” Secret World Legends was released on June 26th and went on to exceed Funcom’s expectations for the title, breathing new life into the Secret World universe. Set within a dark and mature story universe, Secret World Legends plunges players into a sweeping adventure into the supernatural underbelly of myths and legends that exists in the shadows of our own realm. Travel the globe in pursuit of mysterious forces threatening the world, using your wits and abilities to solve complex investigations and uncover the truth. Funcom also announced last year that Johnny Depp’s production company Infinitum Nihil have acquired the rights to produce a TV show based on The Secret World. Secret World Legends is available on www.secretworldlegends.com and Steam. Media Contact Erling Ellingsen Chief Marketing Officer Funcom [email protected] Funcom is an independent developer and publisher of online games for PC and consoles. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Titles include ‘Conan Exiles‘, ‘Secret World Legends’, ‘Age of Conan: Hyborian Adventures’, ‘The Longest Journey', 'Anarchy Online', 'The Park', 'Hide & Shriek', and 'Dreamfall: The Longest Journey'. For corporate information, please visitwww.funcom.com. For information about Funcom games, visitwww.conanexiles.com, www.secretworldlegends.com ,www.anarchy-online.com,www.dreamfall.com, www.theparkgame.com, www.hideandshriekgame.com, www.ageofconan.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM. Contacts Erling Ellingsen Press Contact Chief Marketing Officer [email protected] Natascha Röösli Press Contact Community Director Influencer and Community Contact [email protected] Tor Egil Andersen Press Contact Communications Manager [email protected] Eirik Leganger Nergård Press Contact PR Manager [email protected].
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • The Urban Weird
    OPEN GRAVES, OPEN MINDS & SUPERNATURAL CITIES PRESENT: THE URBAN WEIRD Conference 6-7 April Schedule 2018 University of Hertfordshire www.opengravesopenminds.com www.supernaturalcities.co.uk Open Graves, GA17515_DS_03/18 Open Minds Conference Schedule 06 April 2018 Registration Coffee and Chair: Carina Hart 09:00 - 09:45 Atrium 4 China Mieville pastries Seminar Room M015 Dr Sam George, Dr Karl Bell, Dr Kaja The space out of joint: haunted urban 09:45 - 10:00 Welcome Lecture Hall 9 András Fodor (University of Szeged, Hungary) Franck spaces in China Miéville’s Un Lun Dun 10:00 - 11:00 Boggart Workshop Dr Ceri Houlbrook Lecture Hall N003 ‘Up’s no longer out of bounds, and down’s 11:00 - 12:20 Parallel Session 1 30 nothing to fear’: Verticality and Locomotion Sarah Neef (TU Dortmund University, Germany) in China Miéville’s Urban Fantasy Chair: Ceri Houlbrook 1 Urban Myths and Fairy Tales Chair: Kaja Franck Seminar Room M015 5 The Virtual Weird Seminar Room M021 Fairy Tales of the Neoliberal Gothic City: Dr Carina Hart (University of Nottingham Malaysia 14 Michael Cunningham’s The Snow Queen Campus) “Welcome Home, Good Hunter”: 17 The Gothic and Environmental Storytelling Dr Madelon Hoedt (University of South Wales) Mind the doors! Folk horror on the London 35 David Powell (University of Birmingham) in From Software’s Bloodborne Underground Ghosts of the Shadow City: adventures in Hell Finding Cabs Round Here: Taxi Rides 20 Debbie Kent (Goldsmiths, University of London) 36 Dr William Redwood (Supernatural Cities) the CGI dreamscapes of urban development through the Urban Weird “Everything is True” A Weird Tale: Urban 21 Gothic meets Urban Myth in Multiplayer Prof.
    [Show full text]
  • Funcom Secures €5 Million in Financing from Nordic Venture Partners
    Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions.
    [Show full text]
  • Funcom Celebrates 25 Years!
    Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs.
    [Show full text]
  • Hugo Cabret, La Tentation Du Mythe Christel Taillibert
    Hugo Cabret, la tentation du mythe Christel Taillibert To cite this version: Christel Taillibert. Hugo Cabret, la tentation du mythe. Cycnos, Lirces - université Côte d’Azur, 2012. halshs-02182985 HAL Id: halshs-02182985 https://halshs.archives-ouvertes.fr/halshs-02182985 Submitted on 14 Jul 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Hugo Cabret, la tentation du mythe Christel Taillibert Université Nice-Sophia-Antipolis Introduction Le nom de Martin Scorsese évoque irrémédiablement le « nouveau cinéma américain », mouvement de renouveau impulsé par un ensemble de cinéastes qui, à partir des années soixante, surfaient sur l’émulation qu’avait constitué la Nouvelle Vague française dans le monde entier. Pourtant, contrairement à un John Cassavetes qui fit de l’indépendance son style et son credo, Martin Scorsese n’a jamais caché sa fascination pour les studios hollywoodiens, qui financèrent la plus grande partie de ses projets cinématographiques, et cela dès Mean Street en 1973. Tout au long de sa carrière, il alterna des œuvres extrêmement personnelles et d’autres qui apparaissent clairement comme des concessions faites aux studios et aux besoins du box office. Cette double facette lui permit de développer une œuvre toujours personnelle, cohérente avec son propre univers, tout en évitant de tomber dans les ornières de la marginalisation qui, aux États-Unis, menacent inéluctablement qui s’accroche trop obstinément aux idéaux de l’indépendance.
    [Show full text]
  • All but War Is Simulation: the Military Entertainment Complex
    1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games.
    [Show full text]
  • An Honors Education Through Popular Culture and Critical Pedagogy
    University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Honors in Practice -- Online Archive National Collegiate Honors Council 2021 “Movies, TV Shows, and Memes . Oh My!”: An Honors Education through Popular Culture and Critical Pedagogy Evan W. Faidley Follow this and additional works at: https://digitalcommons.unl.edu/nchchip Part of the Curriculum and Instruction Commons, Educational Administration and Supervision Commons, Gifted Education Commons, Higher Education Commons, and the Liberal Studies Commons This Article is brought to you for free and open access by the National Collegiate Honors Council at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors in Practice -- Online Archive by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. “Movies, TV Shows, and Memes . Oh My!”: An Honors Education through Popular Culture and Critical Pedagogy Evan W . Faidley University of Akron Abstract: Entertainment media and popular culture often overdramatize the col- lege experience . An honors colloquium engages students in scholarly research and discourse involving thematic elements of academic life in popular culture . An interdisciplinary approach to race, class, the professoriate, Greek life, and foreign experience is espoused . Through a lens of critical social theory, students deconstruct misinformed “stories most often told” to reconstruct more cogent understandings of college life and student experience . With a curriculum designed to advance social justice through equitizing education and amending cultural perceptions, this collo- quium helps develop self-motivated, self-regulated, and engaged learners . Keywords: media literacy; college life films; critical social theory (CST); interdisci- plinarity; University of Akron (OH)—Williams Honors College Citation: Honors in Practice, 2021, Vol .
    [Show full text]
  • Crock of Gold: a Few Rounds with Shane Macgowan
    MAGNOLIA PICTURES, HANWAY FILMS BBC MUSIC WARNER MUSIC ENTERTAINMENT INFINITUM NIHIL / NITRATE FILM JOHNNY DEPP PRESENTS IN ASSOCIATION WITH BBC MUSIC, WARNER MUSIC AND HANWAY FILMS With Participation of Screen Ireland A NITRATE FILM / INFINITUM NIHIL PRODUCTION CROCK OF GOLD: A FEW ROUNDS WITH SHANE MACGOWAN Directed by Julien Temple 124 minutes Official Selection 2020 San Sebastian International Film Festival – World Premiere FINAL PRESS NOTES Distributor Contact: Press Contact NY/Nat’l: Press Contact LA/Nat’l: George Nicholis Steve Beeman Michael Lawson Rebecca Fisher Falco Ink [email protected] Magnolia Pictures 475 Park Avenue South (212) 924-6701 phone New York, NY 10016 [email protected] (212) 445-7100 phone [email protected] 49 west 27th street 7th floor new york, ny 10001 tel 212 924 6701 fax 212 924 6742 www.magpictures.com Foreword If future generations look back at what it was truly like to be both human and alive in the late 20th century, they will be hard put to find a more powerful and enlightening testament than the songs of Shane McGowan. In a world where music has become increasingly sanitized and unable to venture beneath the surface clichés of human emotion, Shane’s songs stand out in ever greater relief. None has bared their soul like Shane McGowan. His unique ability to plumb the dark recesses of the human soul, while in the very same breath celebrating its capacity to find healing transcendence, in both love and the sublime mysteries of existence, goes a long way to making sense of who we actually are.
    [Show full text]
  • Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
    Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr.
    [Show full text]
  • HUGO CABRET Editore S.A.S
    RASSEGNA STAMPA CINEMATOGRAFICA HUGO CABRET Editore S.A.S. Via Goisis, 96/b - 24124 BERGAMO HUGO Tel. 035/320.828 - Fax 035/320.843 - Email: [email protected] 1 Regia: Martin Scorsese Interpreti: Asa Butterfield (Hugo Cabret), Ben Kingsley (Papa Georges/Georges Méliès), Sacha Baron Cohen (Capostazione), Chloe Moretz (Isabelle), Ray Winstone (Zio Claude), Emily Mortimer (Lisette), Jude Law (Padre di Hugo), Johnny Depp (Sig. Rouleau), Michael Pitt (Proiezio- nista), Christopher Lee (Sig. Labisse), Michael Stuhlbarg (Rene Tabard), Helen McCrory (Mamma Jeanne) Genere: Avventura/Fantasy - Origine: Stati Uniti d'America - Anno: 2011 - Soggetto: tratto dal libro per ragazzi 'La straordinaria invenzione di Hugo Cabret' di Brian Selznick (ed. Mondadori) - Sceneggiatura: John Logan - Fotografia: Robert Richardson - Musica: Howard Shore - Mon- taggio: Thelma Schoonmaker - Durata: 125' - Produzione: Graham King, Tim Headington, Martin Scorsese, Johnny Depp per Gkfilms/Infinitum Nihil - Distribuzione: RAI Cinema/01 Distribution (2012) Dal primo lungometraggio di Scorsese è scoperta di vita e di sentimenti, di vola per grandi rimasti bambini o me- (datato 1968) ad oggi sono passati 44 gioie e di dolori, antidoto unico contro glio, per grandi che sappiano ancora anni e una serie di titoli che, a citarne l'appiattimento e l'inerzia del pensiero. stupirsi come sanno fare solo i bambini. solo alcuni, segnano momenti irrinun- Così da un lato c'è l'anziano Mèliès e E quale magia, ancora oggi, può destare ciabili di un immaginario filmico sem- dall'altro il piccolo Hugo, adolescente tanta meraviglia se non quella del ci- pre plastico, vigoroso, incisivo (da desideroso di catturare la magia del nema? Perché il film di Scorsese è an- "Taxi driver" a "Toro scatenato", da movimento, dei colori, dell'avventura che un viaggio, un viaggio nel cinema "L'età dell'innocenza" al recente "Shut- senza freni: l'esperienza degli anni con delle origini quando la settima arte era ter Island").
    [Show full text]
  • PROPHET Without Honour Anarchy Online Book One
    PROPHET Without Honour Anarchy Online Book One Ragnar Tørnquist Prophet Without Honour Anarchy Online Book One by Ragnar Tørnquist Prophet Without Honour © FUNCOM 2001 Prophet Without Honour Anarchy Online original storyline created by Gaute Godager, Tommy Strand, and Ragnar Tørnquist Prophet Without Honour: Anarchy Online Book One written by Ragnar Tørnquist www.ragnartornquist.com Play the game www.anarchy-online.com Prophet Without Honour “And he dreamed, and behold a ladder set up on the earth, and the top of it reached to heaven: and behold the angels of God ascending and descending on it.” - Genesis 28:12 “All that we see or seem Is but a dream within a dream.” - Edgar Allan Poe Prophet Without Honour Prologue Rubi-Ka, 29475 AD The gleaming towers of Omni-1 reflected the fiery maroon light of twin suns succumbing to distant sandstorms, red dust stirred up by incessant winds along the arched horizon hundreds of miles due north. Large flotillas of ships passed north and west, rising slowly like grey whales drifting to the ocean surface, seeking to avoid the storms by crossing over them. To the east, there was the faint silvery gleam of another flotilla returning from the mines. While the storms were still much too remote to be heard – even with the most sensitive of implants – Philip Ross felt them. Rubi-Ka was, after all, his world. Not a sparrow would fall to the ground without him knowing. Figuratively speaking, of course. There were no sparrows on this planet. Ross focused. The windows darkened, and the panorama before him grew dim, leaving his office in a comfortable gloom.
    [Show full text]
  • The Video Game Asset Pipeline a Pattern Approach to Visualization
    The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine.
    [Show full text]