Remaster Edition Features

Total Page:16

File Type:pdf, Size:1020Kb

Remaster Edition Features Deceived by the forces of evil into prematurely bringing about the end of the world, War – the first Horseman of the Apocalypse – stands accused of breaking the sacred law by inciting a war between Heaven and Hell. In the slaughter that ensued, the demonic forces defeated the heavenly hosts and laid claim to the Earth. Brought before the sacred Charred Council, War is indicted for his crimes and stripped of his powers. Dishonored and facing his own death, War is given the opportunity to return to Earth to search for the truth and punish those responsible. Hunted by a vengeful group of Angels, War must take on the forces of Hell, forge uneasy alliances with the very demons he hunts, and journey across the ravaged remains of the Earth on his quest for vengeance and vindication. Remaster Edition Features • PS4, Xbox One and Wii U versions of Darksiders (Wrath of War) • Native 1080p rendering resolution • Doubled all the texture resolutions • Rendering improvements and rework • Better shadow rendering quality • Post processing effects Apocalyptic Power – Unleash the wrath of War, combining brutal attacks and supernatural abilities to decimate all who stand in your way • 60 FPS in moment to moment gameplay (PS4, Xbox One, PC, 30 for WiiU) Extreme Arsenal – Wield a devastating arsenal of angelic, demonic and Earthly weapons; and blaze a trail of destruction atop Ruin, War’s fiery phantom steed Epic Quest – Battle across the wastelands and demon-infested dungeons of the decimated Earth in your quest for vengeance and redemption Character Progression – Uncover powerful ancient relics, upgrade your weapons, unlock new abilities, and customize your gameplay style Battle Heaven and Hell – Battle against all who stand in your way - from war-weary angelic forces to Hell’s hideous demon hordes © 2016 by Nordic Games Licensing AB, Sweden. Published by Nordic Games GmbH, Austria. Developed by Vigil Games© 2016 & Kaiko. by Nordic Darksiders Games & Piranhauses Havok™: Bytes. Developed © Copyright by Piranha 2016. Bytes. Havok.com Produced, Published Inc. (or &its Distributed licensors). by AllNordic Rights Games Reserved. GmbH, See www.havok.comAustria. Piranha Bytes for and details. related logosUses areAutodesk® registered trademarks Scaleform® or trademarks Copyright of Pluto © 2016, 13 GmbH, Autodesk, Germany inInc. the All U.S. rights and/or reserved. other Darksiders,countries. Vigil All other Games, brands, THQ product and namestheir respectiveand logos are logos trademarks are trademarks or registered and/ortrademarks registered of their respective trademarks owners. of All Nordic rights Gamesreserved. Licensing Microsoft, AB, XboxSweden. One and All therights Xbox reserved. logos are trademarksAll other oftrademarks, The Microsoft logos Group andof companies copyrights and are usedproperty under licenseof their respectivefrom Microsoft. owners. All Dolby other trademarks,and the double-D logos and symbolcopyrights are are trademarks property of their of Dolby respective Laboratories. owners. All rightsDTS® reserved. is a registered “2” and trademark“PlayStation” and DTSare registered Digital trademarksSurround™ of Sonyis a trademarkComputer Entertainment of DTS, Inc. Inc. Also, “Ø” is a trademark of the same company. .
Recommended publications
  • OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION
    THQ NORDIC AB (PUBL) REG NO.: 556582-6558 EXTENDED FINANCIAL YEAR REPORT • 1 JAN 2018 – 31 MAR 2019 OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION JANUARY–MARCH 2019 JANUARY 2018–MARCH 2019, 15 MONTHS (Compared to January–March 2018) (Compared to full year 2017) > Net sales increased 158% to SEK 1,630.5 m > Net sales increased to SEK 5,754.1 m (507.5). (632.9). > EBITDA increased to SEK 1,592.6 m (272.6), > EBITDA increased 174% to SEK 618.6 m (225.9), corresponding to an EBITDA margin of 28%. corresponding to an EBITDA margin of 38%. > Operational EBIT increased to SEK 897.1 m > Operational EBIT increased 217% to SEK 395.9 m (202.3) corresponding to an Operational EBIT (124.9) corresponding to an Operational EBIT margin of 16%. margin of 24%. > Cash flow from operating activities amounted > Cash flow from operating activities amounted to SEK 1,356.4 m (179.1). to SEK 777.2 m (699.8). > Earnings per share was SEK 4.68 (1.88). > Earnings per share was SEK 1.10 (1.02). > As of 31 March 2019, cash and cash equivalents were SEK 2,929.1 m. Available cash including credit facilities was SEK 4,521.1 m. KEY PERFORMANCE INDICATORS, Jan-Mar Jan-Mar Jan 2018- Jan-Dec GROUP 2019 2018 Mar 2019 2017 Net sales, SEK m 1,630.5 632.9 5,754.1 507.5 EBITDA, SEK m 618.6 225.9 1,592.6 272.6 Operational EBIT, SEK m 395.9 124.9 897.1 202.3 EBIT, SEK m 172.0 107.3 574.6 188.2 Profit after tax , SEK m 103.0 81.1 396.8 139.2 Cash flow from operating activities, SEK m 777.2 699.8 1,356.4 179.1 Sales growth, % 158 673 1,034 68 EBITDA margin, % 38 36 28 54 Operational EBIT margin, % 24 20 16 40 Throughout this report, the extended financial year 1 January 2018 – 31 March 2019 is compared with the financial year 1 January – 31 December 2017.
    [Show full text]
  • THQ Nordic AB (Publ) Acquires Koch Media
    THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 .
    [Show full text]
  • News Fact Sheet
    Intel Corporation 2200 Mission College Blvd. P.O. Box 58119 Santa Clara, CA 95052-8119 News Fact Sheet CONTACT: Cristina Gutierrez 415-591-4047 [email protected] Intel News at Game Developers Conference March 23, 2009: At the Game Developers Conference in San Francisco, Intel Corporation announced broad additions to its Visual Adrenaline program, a comprehensive and worldwide offering dedicated to serving visual computing developers. First announced in August 2008, Visual Adrenaline provides tools, resources, information and marketing opportunities to game developers, artists and animators. Below is an overview of Intel’s news at the show. Developer Tools for Better Gaming – The Intel® Graphics Performance Analyzers (GPA) is a new suite of software tools that help software and PC game developers analyze and optimize for performance on Intel® Integrated Graphics. Consisting of the System Analyzer, Frame Analyzer, and the Software Development Kit, the suite of tools provides in-depth application analysis and customization that help developers pinpoint performance bottlenecks and enable them to optimize games for Intel Integrated Graphics-based desktops and notebooks. GPA offers software tools that provide a holistic view of system and graphics performance for Intel-based systems. GPA supports Intel integrated graphics chipsets and processors, including the Intel® Core™ i7 Processor, with planned support for future Intel graphics and multicore-related products. GPA is free of charge to members of the Visual Adrenaline program and is available to non-members for $299 from the Intel® Business Exchange. To learn more, visit www.intel.com/software/gpa or see the GPA news release http://www.intel.com/pressroom/archive/releases/20090323comp.htm.
    [Show full text]
  • THQ Nordic Acquires Coffee Stain
    NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, AUSTRALIA, CANADA, NEW ZEALAND, HONG KONG, JAPAN, SOUTH AFRICA OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, PUBLICATION OR DISTRIBUTION WOULD BE UNLAWFUL OR WOULD REQUIRE REGISTRATION OR ANY OTHER MEASURES. Press release Karlstad (Sweden), November 14, 2018 THQ Nordic acquires Coffee Stain THQ Nordic AB today has entered into agreement to acquire Coffee Stain Holding AB including 100 percent of its subsidiary Coffee Stain Publishing AB. Coffee Stain is a leading game developer and publisher with a growing footprint in the Nordics. The acquisition includes Intellectual property rights to Satisfactory, Goat Simulator, Sanctum and publishing rights to Deep Rock Galactic. The initial cash consideration is equivalent to SEK 317 million on a cash and debt free basis, plus additional earn-out considerations subject to fulfilment of agreed milestones. THQ Nordic estimates Coffee Stain will have net sales in the range of SEK 200-250 million and EBT in the range of SEK 100-150 million in the next financial year. "We are creating a complementary digital native pillar to THQ Nordic. Coffee Stain is a passionate and highly competent team creating and publishing great games. After some years without major releases the pipeline of new game releases such as Satisfactory and Deep Rock Galactic look strong. I look forward to work together with Anton Westbergh and his team in the future" says Lars Wingefors, CEO THQ Nordic. The transaction in brief • THQ Nordic AB ("THQ Nordic" or the "Company") acquires 100 percent of the shares in both Coffee Stain Holding AB ("CSH") and Coffee Stain Publishing AB ("CSP") (CSH and CSP jointly referred to as "Coffee Stain").
    [Show full text]
  • THQ Nordic (THQNO.ST)
    COMPANY ANALYSIS 1 March 2018 Summary THQ Nordic (THQNO.ST) List: Power-up! Market Cap: 11,190 MSEK The company had an immense release schedule with loads of Industry: Gaming new content during the quarter. The reported numbers beat CEO: Lars Wingefors Chairman: Kicki Wallje-Lund our estimates. Even though that THQ Nordic produced a record quarter, the thing stole the spotlight was the announcement of the acquisition of Koch Media; we get into OMXS 30 THQ Nordic detail about the acquired company in this research update. 160 The acquisition is a prime example of THQ Nordic’s 140 acquisition strategy. We believe that the market is yet to fully 120 100 grasp the underlying value and cash flow generating 80 capabilities of THQ Nordic’s growing IP portfolio, which was 60 enhanced significantly by the acquirement. 40 20 We raised our Base-case valuation to 140 SEK per share 0 28-Feb 29-May 27-Aug 25-Nov 23-Feb based on a Back-Of-The-Envelope assessment on the same day as the acquisition. Following a more in-depth analysis, we increase our fair value estimate further to 168 SEK per share. We argue that the new addition to the Group was acquired at a low price and that the long-term possibilities following the purchase are vast. Redeye Rating (0 – 10 points) Management Ownership Profit outlook Profitability Financial strength 8.0 points 9.0 points 7.0 points 6.0 points 8.0 points Key Financials 2016 2017 2018E 2019E 2020E Share information Revenue, MSEK 302 508 3,666 3,909 4,300 Share price (SEK) 141.0 Growth 42% 68% 622% 7% 10% Number of shares (m) 79.4 EBITDA 132 273 929 1,009 1,212 Market Cap (MSEK) 11,190 EBITDA margin 44% 54% 25% 26% 28% Net cash (MSEK) 255 EBIT 95 188 616 696 849 Free float (%) 50 % EBIT margin 31% 37% 17% 18% 20% Daily turnover (’000) 60 Pre-tax earnings 93 182 616 696 849 Net earnings 72 139 480 543 662 Net margin 24% 27% 13% 14% 15% Analysts: Kristoffer Lindstrom 2016 2017 2018E 2019E 2020E [email protected] Dividend/Share 0.00 0.00 0.00 0.00 2.50 2016 2017 2018E 2019E 2020E EPS adj.
    [Show full text]
  • 19/20 Full Year Report Reg No
    APRIL 2019 – MARCH 2020 EMBRACER GROUP AB (PUBL) 19/20 FULL YEAR REPORT REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 35% TO SEK 1,033 M FOR THE FINANCIAL YEAR FOURTH QUARTER, JANUARY–MARCH 2020 (COMPARED TO JANUARY–MARCH 2019) > Net sales were SEK 1,339.1 million (1,630.5). Net sales of the Games business area decreased to SEK 903.5 million (1,034.9). Net sales of Partner Publishing/Film business area decreased to SEK 435.6 million (595.6), mainly due to the covid-19 pandemic closing of retail outlets towards the end of the quarter. > EBITDA amounted to SEK 495.2 million (618.6), corresponding to an EBITDA margin of 37%. > Operational EBIT amounted to SEK 286.0 million (395.9) corresponding to an Operational EBIT margin of 21%. > Cash flow from operating activities before changes in working capital amounted to SEK 384.6 million (527.1). > Cash flow from operating activities amounted to SEK 765.7 million (777.2). > Earnings per share was SEK 0.42 (0.37). > Adjusted earnings per share was SEK 0.97 (1.00). FULL YEAR, APRIL 2019–MARCH 2020 (COMPARED TO APRIL 2018–MARCH 2019) > Net sales increased 3% to SEK 5,249.4 million (5,121.2). Net sales of the Games business area grew 31% to SEK 3,196.5 million (2,447.1), whereas the Partner Publishing/Film business area decreased to SEK 2,052.9 million (2,674,1). > EBITDA increased 33% to SEK 1,821.3 million (1,366.7), corresponding to an EBITDA margin of 35%.
    [Show full text]
  • Información Sobre La Garantía
    INFORMACIÓN SOBRE LA GARANTÍA GARANTÍA LIMITADA Bethesda Softworks LLC, empresa perteneciente a ZeniMax Media (“Bethesda Softworks”) le garantiza a usted, el comprador original de este disco y del videojuego en él incluido (“Juego”) que, en circunstancias de utilización normal del Juego, este funcionará fundamentalmente como se describe en el manual que lo acompaña durante un periodo de 90 días desde la fecha de compra (“Periodo de garantía”). Esta Garantía limitada: (a) no se aplica si el Juego se utiliza con fines empresariales o comerciales; y (b) queda anulada si el Juego falla debido a un accidente, a maltrato, al ataque de un virus o a un uso inadecuado. RECURSO EXCLUSIVO Y LIMITACIÓN DE RESPONSABILIDAD Toda reclamación relacionada con la garantía debe dirigirse al vendedor al que usted compró el Juego. Debe devolver el Juego al vendedor dentro del periodo de garantía junto con una copia del recibo de compra original y una descripción del problema que afecta al Juego. El vendedor, a su discreción, podrá reparar o reemplazar el Juego por otro. Todo Juego reemplazado estará sujeto a garantía durante el tiempo restante del Periodo de garantía original o durante 30 días; de los dos, el periodo de mayor duración. El recurso exclusivo del comprador y toda la responsabilidad de Bethesda Softworks, sus licenciantes y distribuidores consistirán, a discreción del vendedor, en la reparación o reemplazo del Juego que no cumpla con lo especificado en esta Garantía limitada y sea debidamente devuelto al vendedor. Fuera de Estados Unidos, no se aplicará ninguno de estos recursos ni ningún servicio de asistencia relacionado con el producto si no es con un comprobante de compra efectuada en una entidad internacional autorizada.
    [Show full text]
  • Battlefield-Bad-Company-2-Manuals
    WARNING Before playing this game, read the Xbox 360® console and CONTENTS accessory manuals for important safety and health information. Keep all manuals COMPLETE CONTROLS ...................... 01 for future reference. For replacement console and accessory manuals, go to . SETTING UP THE GAME ..................... 02 PLAYING THE GAME ........................ 03 SINGLE PLAYER .......................... 04 Important Health Warning About Playing Video Games MULTIPLAYER ............................ 06 Photosensitive seizures XBOX LIVE .............................. 08 A very small percentage of people may experience a seizure when exposed to certain LIMITED 90-DAY WARRANTY ................ 09 visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. COMPLETE CONTROLS These seizures may have a variety of symptoms, including lightheadedness, altered These are the default controller settings. To change your controller scheme or adjust sensitivity, select vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, OPTIONS from the main menu, then select CONTROLS. confusion, or momentary loss of awareness. Seizures may also cause loss of SIGNALS INTELLIGENCE: Take a screenshot at any time, in any mode, by pressing and holding : consciousness or convulsions that can lead to injury from falling down or striking and then pressing ;. Screenshots are saved to your profi le at http://www.battlefi eld.com/badcompany2. nearby objects. ON FOOT Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— Zoom/Use gadget Fire/Use selected item children and teenagers are more likely than adults to experience these seizures.
    [Show full text]
  • Aaronion 616 S
    TheAaronion 616 S. Mississippi River Blvd, St. Paul, MN 55116-1099 • (651) 698-8874 • www.TempleofAaron.org Vol. 95 • No. 4 December 1, 2019 3 Kislev 5780 USCJ Conference Wrestl1ng for a Better World In Genesis 32 our Patriarch Jacob wrestles with what we call an angel. He fights with him until daybreak. Eventually, this leads to Jacob getting a new name, Israel. This iconic biblical scene is often one of the most precarious ones. Who was the angel and why was he wrestling with Jacob? When Temple of Aaron brought wrestling into the Rabbi Fine attended USCJ Community synagogue, people had similar questions: Who was and Covenant Conference on wrestling and why wrestling? Even the skeptics who Interfaith Families. Pictured with poked their heads in saw a tremendous evening Rabbi Rachel Blart and ToA friend filled with Jewish wrestlers, Jewish content, and a Kalman Pila. packed synagogue singing Shabbat Shalom to end Rabbi Jeremy Fine 651-252-6412 the event. Jewish children were having the time of Email: their lives in the synagogue social hall — certainly an [email protected] evening they will never forget. Twitter: @RabbiJeremyFine But why wrestling? There are many reasons this idea came to fruition. It began to take shape a few years ago at the young family Kallah with Ashi Gavzy, Eli Temkin, Jake Glickstein, Mark Divine, and myself (sorry if I missed someone) all brainstorming the idea. After going through many contacts and iterations we were able to partner with F1rst Wrestling, Minnesota’s top wrestling company. Then we were off and running and several goals were met.
    [Show full text]
  • In the Digital Games Medium
    Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity.
    [Show full text]
  • Kinect™ Sports** Caution: Gaming Experience May Soccer, Bowling, Boxing, Beach Volleyball, Change Online Table Tennis, and Track and Field
    General KEY GESTURES Your body is the controller! When you’re not using voice control to glide through Kinect Sports: Season Two’s selection GAME MODES screens, make use of these two key navigational gestures. Select a Sport lets you single out a specific sport to play, either alone or HOLD TO SELECT SWIPE with friends (in the same room or over Xbox LIVE). Separate activities To make a selection, stretch To move through multiple based on the sports can also be found here. your arm out and direct pages of a selection screen the on-screen pointer with (when arrows appear to the Quick Play gets you straight into your hand, hovering over a right or left), swipe your arm the competitive sporting action. labelled area of the screen across your body. Split into two teams and nominate until it fills up. players for head-to-head battles while the game tracks your victories. Take on computer GAME MENUS opponents if you’re playing alone. To bring up the Pause menu, hold your left arm out diagonally at around 45° from your body until the Kinect Warranty For Your Copy of Xbox Game Software (“Game”) Acquired in Australia or Guide icon appears. Be sure to face the sensor straight New Zealand on with your legs together and your right arm at your IF YOU ACQUIRED YOUR GAME IN AUSTRALIA OR NEW ZEALAND, THE FOLLOWING side. From this menu you can quit, restart, or access WARRANTY APPLIES TO YOU IN ADDITION the Kinect Tuner if you experience any problems with TO ANY STATUTORY WARRANTIES: Consumer Rights the sensor (or press on an Xbox 360 controller if You may have the benefi t of certain rights or remedies against Microsoft Corpor necessary).
    [Show full text]
  • Massively Multiplayer Online Games Industry: a Review and Comparison
    Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2
    [Show full text]