pc Archives - Private Division https://www.privatedivision.com/tag/pc/ Private Division Official Website Mon, 22 Apr 2024 19:00:33 +0000 en-US hourly 1 https://wordpress.org/?v=5.8.10 https://www.privatedivision.com/wp-content/uploads/2019/03/cropped-private-division-logo-icon-32x32.png pc Archives - Private Division https://www.privatedivision.com/tag/pc/ 32 32 Welcome Home, Hobbit! Private Division and Wētā Workshop Announce Tales of the Shire: A The Lord of the Rings Game https://www.privatedivision.com/2024/04/22/welcome-home-hobbit-private-division-and-weta-workshop-announce-tales-of-the-shire-a-the-lord-of-the-rings-game/ Mon, 22 Apr 2024 19:00:33 +0000 https://www.privatedivision.com/?p=7505 The post Welcome Home, Hobbit! Private Division and Wētā Workshop Announce Tales of the Shire: A The Lord of the Rings Game appeared first on Private Division.

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Upcoming cosy The Lord of the Rings game set in the Middle-earth universe inspired by the books of J.R.R. Tolkien arrives later this year

Private Division, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and Wētā Workshop, known for their work on the world of Middle-earth for The Lord of the Rings film trilogy, today revealed Tales of the Shire: A The Lord of the Rings Game, a cosy Hobbit life sim set in the Middle-earth universe of J.R.R. Tolkien. Developed by Wētā Workshop Game Studio, a wholly-owned subsidiary of Wētā Workshop, Tales of the Shire will launch in the second half of 2024 on the Nintendo Switch™ system, PlayStation 5, Xbox Series X|S, and PC via Steam.

In Tales of the Shire, experience the storybook return to Middle-earth’s most inviting region by living life as a Hobbit in the idyllic town of Bywater. Unwind in the breathtaking pastures, visit the townsfolks’ local shops, or even enjoy second breakfast. Help bring the community together and achieve official village status by throwing the greatest Bywater Festival the Shire has ever seen!

“We’re excited to provide players with the opportunity to fulfil their fantasy of living their own humble Hobbit life in the Shire,” said Kelly Tyson, Head of Product at Wētā Workshop. “Tales of the Shire brings a cosy new dimension to the way fans can experience Middle-earth, with plenty of wholesome, Hobbit-centric gameplay to win-over newcomers to the genre.”

Create and personalise a Hobbit with an array of customisations to experience the world of J.R.R. Tolkien’s beloved Middle-earth universe your own way. Settle in and decorate a cosy Hobbit home, choosing from an array of furniture and home décor to create your unique, humble abode. Then head outdoors to Bywater for plenty of cooking, fishing, foraging, gardening, and more relaxing activities in the Shire. Toss your lure to catch trout from the glistening waters of Bywater Pool, gather wild mushrooms, and then use the collected ingredients to bake a succulent pie to serve for luncheon. With a full belly, stroll back outside to explore the Shire and build relationships with the Bywater locals by helping them to build a garden, sharing one of the many daily Hobbit meals, and more.

“The team at Wētā Workshop is creating a brilliant representation of J.R.R. Tolkien’s beloved works that gives players the agency to create their own Hobbit experience in Middle-earth,” said Michael Worosz, Chief Strategy Officer, Take-Two Interactive, and Head of Private Division. “Players have been clamoring for a warm and inviting The Lord of the Rings game for years now, and it’s exactly what we’re delivering with Tales of the Shire.”

Middle-earth Enterprises have licensed the literary works of The Lord of the Rings series, providing Wētā Workshop Game Studio with the broadest creative license to interpret the underlying lore of the books.

 

Tales of the Shire: A The Lord of the Rings Game is coming later this year to the Nintendo Switch  system, PlayStation 5, Xbox Series X|S, and PC via Steam. Tales of the Shire is not yet rated by the ESRB. For more information, follow us on X, Facebook, Instagram, TikTok and visit www.talesoftheshire.com.

 

Private Division is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

About Middle-earth Enterprises

 

Middle-earth created by J.R.R. Tolkien is the definitive, deepest, richest and most beloved fantasy world of our time.  As its stewards and custodians, our goal is to consistently deliver a wealth of great content in both new, and known formats; to ensure Middle-earth’s rightful place as the world’s leading fantasy IP and brand, forever.  Inspired by our deep appreciation for the fictional world created by Professor Tolkien, we are dedicated to working with those providing highest quality products in accordance with best green business and sustainability practices, including fair trade, equality in the workplace, and a commitment to protect our earth, its wondrous beauty and the viability of every living creature.  Middle-earth Enterprises was acquired by the Embracer Group in 2022, and has been producing and licensing films, merchandise, electronic games, services, and live stage productions based upon The Lord of the Rings and The Hobbit books, for more than four decades. Visit our website at www.middleearth.com.

 

About Wētā Workshop

 

Wētā Workshop brings imaginary worlds to life by delivering concept design, physical effects, collectibles, immersive visitor experiences and games to the world’s entertainment and creative industries.

 

Established by Richard Taylor and Tania Rodger in 1987, we are best known for our screen work on The Lord of the Rings trilogy, Avatar, and Dune, our immersive visitor experiences, Gallipoli: The Scale of our War, Expo 2020 Dubai’s Mobility Pavilion and Wētā Workshop Unleashed. Based in Wellington, New Zealand, Wētā Workshop’s ground-breaking work has earned us multiple international awards. Wētā Workshop Game Studio was established in 2014 and is led by an experienced team of creative game developers and film veterans who bring Wētā Workshop’s signature storytelling, technical innovation and artistry to our games studio.

 

www.wetaworkshop.co.nz

 

About Private Division

 

Private Division is a developer-focused publisher that partners with the finest creative talent in the video game industry, empowering studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. The Label publishes the Kerbal Space Program franchise, No Rest for the Wicked from Moon Studios, Tales of the Shire from Wētā Workshop, The Outer Worlds from Obsidian Entertainment, Ancestors: The Humankind Odyssey from Panache Digital Games, OlliOlli World and Rollerdrome from Roll7, Penny’s Big Breakaway from Evening Star, and more. Private Division has future unannounced projects in development with Bloober Team, Game Freak, and other esteemed independent developers. The Label publishes the physical retail edition of Hades from Supergiant Games on PlayStation®, Xbox Series X|S, and Xbox One. Private Division continues to build its internal studio capacity, with Roll7 and Intercept Games as internal developers for the Label. Private Division is headquartered in New York City with offices in Seattle and Munich. For more information, please visit www.privatedivision.com.

 

About Take-Two Interactive Software

 

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe.  We develop and publish products principally through Rockstar Games, 2K, Private Division, and Zynga.  Our products are designed for console gaming systems, PC, and mobile, including smartphones and tablets.  We deliver our products through physical retail, digital download, online platforms, and cloud streaming services.  The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO.  For more corporate and product information please visit our website at http://www.take2games.com.

 

All trademarks and copyrights contained herein are the property of their respective holders.

 

Cautionary Note Regarding Forward-Looking Statements

 

The statements contained herein, which are not historical facts, including statements relating to Take-Two Interactive Software, Inc.’s (“Take-Two,” the “Company,” “we,” “us,” or similar pronouns) outlook, are considered forward-looking statements under federal securities laws and may be identified by words such as “anticipates,” “believes,” “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,” “projects,” “seeks,” “should,” “will,” or words of similar meaning and include, but are not limited to, statements regarding the outlook for our future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks, and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including risks relating to our combination with Zynga Inc.; the risks of conducting business internationally, including as a result of unforeseen geopolitical events; the impact of changes in interest rates by the Federal Reserve and other central banks, including on our short-term investment portfolio; the impact of inflation; volatility in foreign currency exchange rates; our dependence on key management and product development personnel; our dependence on our NBA 2K and Grand Theft Auto products and our ability to develop other hit titles; our ability to leverage opportunities on PlayStation®5 and Xbox Series X|S; factors affecting our mobile business, such as player acquisition costs; the timely release and significant market acceptance of our games; the ability to maintain acceptable pricing levels on our games.

 

Other important factors and information are contained in the Company’s most recent Annual Report on Form 10-K, including the risks summarized in the section entitled “Risk Factors,” the Company’s most recent Quarterly Report on Form 10-Q, and the Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.

The post Welcome Home, Hobbit! Private Division and Wētā Workshop Announce Tales of the Shire: A The Lord of the Rings Game appeared first on Private Division.

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Prepare For Science! The first major content update releases today in Kerbal Space Program 2 https://www.privatedivision.com/2023/12/19/prepare-for-science-the-first-major-content-update-releases-today-in-kerbal-space-program-2/ Tue, 19 Dec 2023 18:00:23 +0000 https://www.privatedivision.com/?p=7436 The post Prepare For Science! The first major content update releases today in Kerbal Space Program 2 appeared first on Private Division.

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FOR SCIENCE! ADDS WHOLE NEW CAMPAIGN TYPE, PARTS, AND MORE!

The For Science! update brings a brand-new campaign type – Exploration Mode, which adds progression and Science collection through missions, experiments, and by exploring the Kerbolar System.

Collect and transmit Science from unique locations and redeem it back at the KSC’s new Research and Development Center to unlock new part technologies for crafts, learn novel concepts, and journey even farther away from the Kerbals’ home planet, Kerbin.

For Science! update provides multiple new Science collection parts. Add these parts to vehicles (be sure to take note of their shape and mass, it matters!) in order to carry out different experiments, depending on your mission. Be sure to also check out the Kerbal animations when Science gathering during EVA!

The Science collection and transmission interface has been overhauled in the update for KSP2.

  • The Experiment Actions button, which provides detailed information about what opportunities are available in your current location, is your guide in discovering when an opportunity to collect samples or take measurement arises.
  • The brand-new Research Inventory tells you how much Science you’ve already collected and also provides the ability to transmit Science data.
  • The Mission Tracker app helps you keep track of in-progress and completed objectives.
  • Lastly, new flight planning tools have also been added to the VAB, including altitude and environment-specific readouts that show thrust-to-weight ratio, burn time, and Delta-V for each stage.

One highly requested feature, atmospheric re-entry heating effects, returns in this update. You will need to carefully plan ahead and use proper thermal parts to protect your crew.

There have also been multiple, significant quality of life improvements added in this update:

  • Numerous bug fixes
  • An enhanced joint system has been developed, dramatically reducing wobbliness of large vehicles
  • Improvement in game stability and performance
  • Updated ambient sound systems
  • An all-new Boat Dock, complete with cranes and gantries for use both in and out of missions

From everyone at Intercept Games and Private Division, thank you. We hope you enjoy For Science! and we can’t wait to see all your creations, accomplishments and discoveries.

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Private Division and Moon Studios Announce No Rest for the Wicked https://www.privatedivision.com/2023/12/07/private-division-and-moon-studios-announce-no-rest-for-the-wicked/ Fri, 08 Dec 2023 01:45:39 +0000 https://www.privatedivision.com/?p=7407 The post Private Division and Moon Studios Announce No Rest for the Wicked appeared first on Private Division.

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More to be revealed during the ‘Wicked Inside’ showcase on March 1, 2024!

Private Division, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and Moon Studios today announced No Rest for the Wicked, a mature, precision Action Role-Playing Game (ARPG) that is poised to reinvent the genre. This title is Moon’s bold foray into the genre after successfully launching two critically acclaimed, multiple award-winning games Ori and the Blind Forest and Ori and the Will of the Wisps. No Rest for the Wicked will be released in Early Access on PC (via Steam) in the first quarter of calendar 2024 during Take-Two’s Fiscal Year 2024, with a full release on PlayStation 5, Xbox Series X|S and PC planned for some time after Early Access. Check out the official trailer, which premiered during this year’s The Game Awards, on YouTube.

Further details about the game will be announced during “Wicked Inside”, a digital showcase airing on March 1, 2024, on Twitch and YouTube. For more information on “Wicked Inside”, subscribe on YouTube, follow us on X, become a fan on Facebook or Instagram, and visit www.NoRestForTheWicked.com.

No Rest for the Wicked introduces a hand-crafted world, rich in details and with an inimitable, “painting” art style. Players explore an intricate and vast island called Isola Sacra that allows them to experience verticality in a way that is unmatched in other ARPGs with spelunking depths of crypts, lush forests, and treacherous mountain passes. Each location is home to complex protagonists with their own problems, hidden treasures, ferocious creatures, and secrets to discover.

We have been dreaming of being able to contribute to the ARPG genre… After the success of Ori, it was clear to us that Moon was now mature enough to finally realize those dreams”

— Thomas Mahler, Co-Founder and Creative Director at Moon Studios

With No Rest for the Wicked’s brutal, precision-based combat system, Moon Studios is pushing the envelope on the art of combat. Fights in the game are animation-driven, direct, and tactile, allowing skilled players to combine visceral strikes and deadly moves. This innovative combat system results in a highly satisfying gameplay experience that is unique in isometric ARPGs, where skill and timing is required over simple “button-mashing.”

“We have been dreaming of being able to contribute to the ARPG genre that we all grew up with and love. After the success of Ori, it was clear to us that Moon was now mature enough to finally realize those dreams,” said Thomas Mahler, Co-Founder and Creative Director at Moon Studios. “We can’t wait to see how players will react to this entirely new take on the genre!”

For the past six years we’ve been hard at work on our dream passion project – a next-level ARPG, fueled by our love and ambition”

— Gennadiy Korol, Co-Founder, Technology and Production Director at Moon Studios

No Rest for the Wicked’s painterly art direction and brutal combat is complemented by a dark, mature narrative: In the year 841, a pivotal moment dawns upon the kingdom, marked by the passing of King Harol Bolein. A devastating conflict arises when a peaceful transition of power devolves into chaos.  In addition to this political turmoil, a deadly plague has reemerged on the remote island of Sacra, twisting the land and its inhabitants. Players must brandish their arms in an effort to quell both the grotesque beasts and the Kingdom’s invading army throughout a turbulent atmosphere where they are pulled in every direction.

“For the past six years we’ve been hard at work on our dream passion project – a next-level ARPG, fueled by our love and ambition for tight gameplay mechanics and world building,” said Gennadiy Korol, Co-Founder, Technology and Production Director at Moon Studios. “We are excited to reveal our own take on what we’ve always envisioned as the core canons of the ARPG genre, while taking the next steps to reimagine the elements we consider ripe for innovation.”

In No Rest for the Wicked’s multiplayer mode players can share their world and progress with up to three friends by their side in the campaign’s online co-op mode. Every quest, boss, and square foot of Isola Sacra is theirs to share with others…or they can simply venture off and do as they please.

“The wildly-talented team at Moon Studios has a proven track record of outstanding releases with a truly unique art style,” said Michael Worosz, Chief Strategy Officer, Take-Two Interactive, and Head of Private Division. “Bringing a game like ‘Wicked’ to the world is exactly the reason why we founded Private Division, and I can’t wait for gamers to experience what Moon has created.”

No Rest for the Wicked is in development and does not yet have an announced release date.  It is expected to first release in Early Access on Steam during Take-Two’s Fiscal Year 2024. A full release on PlayStation 5, Xbox Series X|S and PC is planned for some time after Early Access.  More details will be revealed during “Wicked Inside”, the digital showcase airing on March 1, 2024. No Rest for the Wicked is not yet rated by the ESRB.  For more information on No Rest for the Wicked, subscribe on YouTube, follow us on X, become a fan on Facebook or Instagram, and visit www.NoRestForTheWicked.com.

Private Division is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

About Moon Studios

 

Moon Studios is an independent video game development studio, founded in 2010 by Thomas Mahler and Gennadiy Korol. Moon Studios partnered with Microsoft to publish their first titles: In 2015, Moon Studios released Ori and the Blind Forest, which quickly became a critical darling and a huge commercial success. In 2016 they released the Ori and the Blind Forest Definitive Edition and ultimately followed up with their sequel, Ori and the Will of the Wisps in 2020. The sequel once again became a critical and commercial breakthrough title. The studio has won numerous awards for their work on the Ori series, including winning Best Art Direction at the 2015 Game Awards, a BAFTA and many others. In 2018, Moon Studios announced that they partnered with Private Division to publish their new project. Moon Studios mainly focuses on highly refined gameplay mechanics within its products and prides itself on an excessive ‘iterative polish’ process. Moon Studios was one of the first development studios in the industry to work fully remote: All team members are spread throughout the world, allowing Moon to work with the best and most talented people in the games industry.

 

About Private Division

 

Private Division is a developer-focused publisher that partners with the finest creative talent in the video game industry, empowering studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. The Label publishes the Kerbal Space Program franchise, Ancestors: The Humankind Odyssey from Panache Digital Games, The Outer Worlds from Obsidian Entertainment, OlliOlli World and Rollerdrome from Roll7, After Us from Piccolo Studio, Penny’s Big Breakaway from Evening Star and more. Private Division has future unannounced projects in development with Moon Studios, Yellow Brick Games, Wētā Workshop, Game Freak, and other esteemed independent developers. The Label publishes the physical retail edition of Hades from Supergiant Games on PlayStation®, Xbox Series X|S, and Xbox One. Private Division continues to build its internal studio capacity, with Roll7 and Intercept Games as internal developers for the Label. Private Division is headquartered in New York City with offices in Seattle, Las Vegas, and Munich. For more information, please visit www.privatedivision.com.

 

About Take-Two Interactive Software

 

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe.  We develop and publish products principally through Rockstar Games, 2K, Private Division, and Zynga.  Our products are designed for console gaming systems, PC, and mobile, including smartphones and tablets.  We deliver our products through physical retail, digital download, online platforms, and cloud streaming services.  The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO.  For more corporate and product information please visit our website at http://www.take2games.com.

 

All trademarks and copyrights contained herein are the property of their respective holders.

 

Cautionary Note Regarding Forward-Looking Statements

 

The statements contained herein, which are not historical facts, including statements relating to Take-Two Interactive Software, Inc.’s (“Take-Two,” the “Company,” “we,” “us,” or similar pronouns) outlook, are considered forward-looking statements under federal securities laws and may be identified by words such as “anticipates,” “believes,” “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,” “projects,” “seeks,” “should,” “will,” or words of similar meaning and include, but are not limited to, statements regarding the outlook for our future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks, and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including risks relating to our combination with Zynga Inc.; the risks of conducting business internationally, including as a result of unforeseen geopolitical events; the impact of changes in interest rates by the Federal Reserve and other central banks, including on our short-term investment portfolio; the impact of inflation; volatility in foreign currency exchange rates; our dependence on key management and product development personnel; our dependence on our NBA 2K and Grand Theft Auto products and our ability to develop other hit titles; our ability to leverage opportunities on PlayStation®5 and Xbox Series X|S; factors affecting our mobile business, such as player acquisition costs; the timely release and significant market acceptance of our games; the ability to maintain acceptable pricing levels on our games.

 

Other important factors and information are contained in the Company’s most recent Annual Report on Form 10-K, including the risks summarized in the section entitled “Risk Factors,” the Company’s most recent Quarterly Report on Form 10-Q, and the Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.

The post Private Division and Moon Studios Announce No Rest for the Wicked appeared first on Private Division.

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After Us Now Available for PC, PlayStation 5, and Xbox Series X|S https://www.privatedivision.com/2023/05/23/after-us-now-available-for-pc-playstation-5-and-xbox-series-xs/ Tue, 23 May 2023 15:05:20 +0000 https://www.privatedivision.com/?p=7299 The post After Us Now Available for PC, PlayStation 5, and Xbox Series X|S appeared first on Private Division.

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From Piccolo Studio, the award-winning developers behind Arise: A Simple Story, comes an emotional adventure platforming game that challenges the player to restore life on Earth

To celebrate launch, Private Division has made a charitable donation to The Nature Conservancy

Private Division and Piccolo Studio are proud to announce that After Us is now available on PC, PlayStation 5, and Xbox Series X|S. Explore a surrealistic world as Gaia, the Spirit of Life, in a quest to restore a bleak and broken planet by reviving the spirits of animals. This third-person adventure game combines platforming, puzzle solving, and Piccolo Studio’s signature style of emotional storytelling to create an unforgettable experience. Will you be able to fight back the darkness to return hope to the world in After Us?

“With After Us we sought to make a game that inspires and challenges players”

— Jordi Ministral, Game Director at Piccolo Studio

Private Division has made a charitable donation to The Nature Conservancy to celebrate the release of After Us. In this heartfelt game, players help restore nature by growing plants and trees, reviving extinct animals, and prevailing over the consequences of climate change. “We hope After Us brings more awareness to the efforts being made across the globe by so many fantastic organizations like The Nature Conservancy, each striving to create a brighter future for our planet,” said Michael Worosz, Chief Strategy Officer, Take-Two Interactive, and Head of Private Division.

Players traverse multiple biomes in After Us, tiptoeing carefully across tightropes high above a wasteland of a crumbling city, navigating treacherous waters of sunken ships, and dodging deadly traps while outrunning the watchful eye of the Devourers, oil-covered lumbering adversaries set on consuming all remaining life. Using her burst of life ability, Gaia emits radiant energy and light to regrow lost fields, sprout massive trees, and unlock new paths to travel.

“With After Us we sought to make a game that inspires and challenges players,” said Jordi Ministral, Game Director at Piccolo Studio. “At the core, we ask what kind of world we may leave behind. While seemingly dark at times, we ultimately want to share a message of hope and can’t wait to see the reactions from players.”

There are over 100 different animal spirits to collect in After Us. Players learn the final fates of various majestic creatures, such as the last whale, the final eagle caged, and the last deer hunted down. Each new environment presents new challenges and tells the stories of these beasts’ final moments before their climactic moment of rebirth. In addition to these great spirits, players can discover several other wildlife, including cats, squirrels, fish, horses, and more. Once found, these animals will begin to appear throughout the world: serene spiritual reflections of the inhabitants who once roamed Earth.

“Piccolo Studio showcases their strengths and abilities to craft an unconventional game that is sure to leave a heartfelt and poignant impression.”

— Naomi Steele, Senior Producer at Private Division

After Us dares players to discover what happened to our planet through imaginative and evocative environmental storytelling. Players will encounter gorgeous vistas and sweeping, destruction-strewn scenery offering moments of reflection. What choices led to the creation of this wasteland? Players will unlock hidden memories to learn about the tragedy and beauty of daily life. There are puzzles to be solved, which reveal glimpses into the devastating actions that led to this world. And ultimately, by unraveling these mysteries, players will discover the complete story behind After Us.

After Us is meant not only to entertain but enlighten players. It is a title we are incredibly proud to be launching today,” said Naomi Steele, Senior Producer at Private Division. “Piccolo Studio showcases their strengths and abilities to craft an unconventional game that is sure to leave a heartfelt and poignant impression.”

After Us is available now for PC on Steam, PlayStation 5, and Xbox Series X|S for $29.99 MSRP. After Us is rated T for Teen by the ESRB. For more information on After Us, subscribe on YouTube, follow us on Twitter, become a fan on Facebook, follow on Instagram, and visit www.afterusgame.com.

 

Private Division is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

About Piccolo Studio

 

Piccolo Studio is a developer from Barcelona, Spain, crafting creative and emotional games. Piccolo Studio’s identity relies in the use of unique, original game design, art direction and sound to deliver memorable interactive experiences. Piccolo Studio released Arise: A Simple Story in 2019 for PS4, Xbox One and PC, and a Nintendo Switch version was launched in April 2022. After Us is the second game of the studio.

 

About Private Division

 

Private Division is a developer-focused publisher that partners with the finest creative talent in the video game industry, empowering studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. The Label publishes the Kerbal Space Program franchise, Ancestors: The Humankind Odyssey from Panache Digital Games, The Outer Worlds from Obsidian Entertainment, Disintegration from V1 Interactive, OlliOlli World and Rollerdrome from Roll7, and After Us from Piccolo Studio, with future unannounced projects in development with Moon Studios, Evening Star, Yellow Brick Games, Game Freak, and other esteemed independent developers. Private Division publishes the physical retail edition of Hades from Supergiant Games on PlayStation® and Xbox consoles. Private Division continues to build its internal studio capacity, with Roll7 and Intercept Games as internal developers for the Label. Private Division is headquartered in New York City with offices in Seattle, Las Vegas, and Munich. For more information, please visit www.privatedivision.com.

 

About Take-Two Interactive Software

 

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe. The Company develops and publishes products principally through Rockstar Games, 2K, Private Division, and Zynga. Our products are currently designed for console gaming systems, PC, and Mobile including smartphones and tablets, and are delivered through physical retail, digital download, online platforms, and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO.

 

All trademarks and copyrights contained herein are the property of their respective holders.

 

Cautionary Note Regarding Forward-Looking Statements

 

Statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as “anticipates,” “believes,” “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,” “projects,” “seeks,” “should,” “will,” or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company’s future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: risks relating to our combination with Zynga; the uncertainty of the impact of the COVID-19 pandemic and measures taken in response thereto; the effect that measures taken to mitigate the COVID-19 pandemic have on our operations, including our ability to timely deliver our titles and other products, and on the operations of our counterparties, including retailers and distributors; the effects of the COVID-19 pandemic on both consumer demand and the discretionary spending patterns of our customers as the situation with the pandemic continues to evolve; the risks of conducting business internationally; the impact of changes in interest rates by the Federal Reserve and other central banks, including on our short-term investment portfolio; the impact of inflation; volatility in foreign currency exchange rates; our dependence on key management and product development personnel; our dependence on our NBA 2K and Grand Theft Auto products and our ability to develop other hit titles; our ability to leverage opportunities on PlayStation®5 and Xbox Series X|S; the timely release and significant market acceptance of our games; the ability to maintain acceptable pricing levels on our games; and risks associated with international operations.

 

Other important factors and information are contained in the Company’s most recent Annual Report on Form 10-K, including the risks summarized in the section entitled “Risk Factors,” the Company’s most recent Quarterly Report on Form 10-Q, and the Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.

The post After Us Now Available for PC, PlayStation 5, and Xbox Series X|S appeared first on Private Division.

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Q&A With the Developers of After Us https://www.privatedivision.com/2023/05/17/qa-with-the-developers-of-after-us/ Wed, 17 May 2023 16:00:27 +0000 https://www.privatedivision.com/?p=7283 The post Q&A With the Developers of After Us appeared first on Private Division.

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After Us launches later this month on May 23rd. Ahead of the release, over at Piccolo Studio, the team wanted to take a moment and answer some questions we gathered from the community about the game. We can’t wait for you to experience this surrealistic exploration adventure game, so let’s find out a bit more from Alexis Corominas, Co-Game Director, and Jordi Ministral, Co-Game Director.

Do you have any tips for new players in After Us?

Alexis: Soak in the world. Don’t look at it like the type of game where you have to upgrade your skill tree or improve your character abilities, because we don’t do that. After Us is a game about exploring and thinking about what you’re seeing – and being moved by the environment, the main character, and the experiences you’re going to have.

What inspired you to tell the story of After Us and how does it compare to your studio’s first title, Arise: A Simple Story?

Alexis: Well, Arise a Simple Story was the tale of an old man looking back, and for After Us we wanted to change that, and we wanted to look ahead. Look ahead on what legacy we are leaving for our children, and even beyond that – for future generations, what kind of relationship we have with the environment and this planet.

What can you tell us about the protagonist, Gaia, and her abilities?

Alexis: Gaia is a small nymph who lives in the Ark.  This is a game about desolation and hope and she is the light of the game, she is hope. We wanted to have this kind of very quick character, so she can run very fast while exploring the world. She also jumps very high, she has double-jumping, she can dodge in the air, and as we will see later on, she can use her heart for special abilities.

Based on what we’ve seen so far, the world of After Us seems tragic, yet beautiful. Was that your intention? Additionally, what were your inspirations while building the world?

Alexis: We wanted to create a very unique world that shows how humans interact with nature. It’s the world after us – the world after humans have destroyed everything, a world devoid of any life and full of concrete and steel. It has a layer of melancholy but we wanted to make it beautiful. We spent a lot of time creating the world and the right balance between a bleak world, but one that’s compelling visually.

What was the art process like designing the environments, Gaia, and the spirits?

Jordi: We start with high-level concepts like – like deciding this section of the world is about this concept, and figure out how to represent that visually. I don’t know about other companies, but I think maybe this is where we are slightly different – we don’t have design teams working on one part at a time, we have the animators, and the environment artists, and designers work at the same time, together. When designers are thinking about a puzzle, they need to have a sense of the layout and the artistic vision – we don’t want the puzzle to feel like a puzzle out of context.

Gaia not only can restore animal spirits, but she possesses the ability to regrow plant life. Tell us more about what this does and how it impacts gameplay?

Alexis: The player has an ability called “Burst of Life” – the ability to grow vegetation around Gaia. It can be used to deal with hazards, like in combat or removing patches of oil so you can clear the way, and there are even certain elements in the world that you can grow that will stay forever. We want the player to feel like they are impacting the world, not just by creating trees here and there but also because you are restoring spirits into the world.

What are the trophies going to be? Any difficulty/speedrun ones or just a straightforward list?

Jordi: The trophies are more of a straightforward list, like getting trophies for collecting all the animals in an area, or for growing a certain amount of trees. Trophies are probably one of the more conventional rewards we give to players in After Us.

It seems fans have really resonated seeing the dog spirit from the game, can you tell us more about how you picked which animals to include and do you have any stories about what inspired those? 

Alexis: The weiner dog is the first animal vessel you will find in After Us. We wanted a small, domestic dog because it resonates a lot more that it’s a vulnerable animal, and it has a collar, so you know it was the animal of someone. For us, it’s like the last dog, and this corpse represents all the dogs.

Jordi: You will see that we have the deer, the shark, and they represent big families of animals.

Alexis: The shark is interesting because everybody would expect to be moved by the dog – but managing to move people by the shark – I think that was a bigger challenge. You are seeing the world through the eyes of Gaia, and she doesn’t have this human perception of animals. The dog and the shark are just the same: life-beings.

Without spoiling anything, which part of After Us do you think players will enjoy the most?

Alexis: The game has a lot of biomes, and sometimes the gameplay changes depending on them, so players may enjoy a specific area of the game. I think that people that really get into the loop of exploring the world and finding all the hidden spirits, as well as people that enjoy the emotional side of the game, are really going to enjoy After Us.

What message do you hope players will take away from the game? 

Jordi: I hope that people finish the game and take away this message of hope. In the end, the only way to make the world a better place is to try.

Alexis: It’s not a message we want people to take away from this game, but a feeling.

Jordi: That’s a good point

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