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Trials Rising - Details on how microtransactions work, plus new info on gameplay, track editor, content-sharing across platforms, and more

We've got a massive wave of details on the upcoming Trials Rising. First up, let's take a look at how microtransactions work.

- each time you level-up in the campaign, you are rewarded with a loot box
- these loot boxes are called 'Gear Crates'
- these will give you a random assortment of cosmetic items, including new outfits, bike liveries, stickers and racer poses
- if you don't want what's inside, you can spend in-game currency to reroll the contents of the loot box
- in-game currency is earned from completing events
- additional Gear Crates can also be purchased with in-game currency
- you can also unlock items from a marketplace using both the in-game currency and Trials Rising's premium currency, Acorns
- Acorns are bought with real-world cash
- everything in the base game will be available without using Acorns, including all bikes and tracks that ship with the game
- the game's marketplace allows you to sell any items you've customized to other players
- doing so gives you in-game currency (and not Acorns)
- the developer doesn't "take any cut"
- the fee is determined by the rarity of the base item and whether the buyer has unlocked it themselves

Following that, we have new info on gameplay in general, as well as customization, track creation, and what content is shared between platforms.

- campaign takes place on a map of the globe, with activities dotted around countries and continents
- traditional courses are joined by sponsor events, giving you additional goals to complete
- includes tutorial-style Trials University challenges and mini-games
- when you've leveled up enough, you can take on head-to-head stadium races
- customization allows you to add 200 layers of stickers, which can be independently colored and scaled
- your racer will pose in multiplayer lobbies before a race
- player-versus-player competitive modes will be restricted to each individual platform
- leaderboard progress and user-created tracks will be shared across PS4, Xbox One, PC and Switch
- players play the track and record ghosts in leaderboards that afterwards can be accessed by players from other platforms
- track editor sharing might be bound by performance
- the game might take precaution in the future to indicate if a specific track can be comfortably played on a select platform
- the track creator is the same the developers use to make in-game courses
- you have a 4x4km space to play around with
- the editor will feature objects from previous games in the series, including Trials Fusion and Trials of the Blood Dragon

Trials Rising - GamesRadar video preview

Explore over-the-top action and physics-bending motorcycle racing in the latest edition of the Trials franchise. All-new features, more competitions, and more tracks mean more to play!

Just Dance 2019 - Swish Swish (VIP Alternate) Umutcan Gameplay

Check out our reigning Just Dance World Cup champion Umutcan in his VIP alternate version of Swish Swish by Katy Perry Ft. Nicki Minaj on Just Dance Unlimited!

Starlink: Battle for Atlas - Japanese cover art

Starlink: Battle for Atlas hits Switch in Japan on April 25th, 2019. You can check out the standard cover art above, as well as the bundle box art below.

Just Dance movie in the works

The next game-to-movie adaptation has been announced, and it's not one anyone was expecting. Believe it or not, Just Dance is set for a silver screen adaptation. Here's the details we have as of now.

- Screen Gems has acquired the motion picture rights to Just Dance
- multiple studios competed for the deal
- Ubisoft Film and Television and Olive Bridge Entertainment will develop and produce the project
- Jason Altman and Margaret Boykin will produce for Ubisoft Film and Television
- Jodi Hildebrand and Will Gluck will produce for Olive Bridge Entertainment
- a script has been written
- Will Gluck might be directing
- Eric Paquette and Brian Dukes are overseeing for Screen Gems

GameStop selling new copies of South Park: The Fractured But Whole for $15

From the creators of South Park, Trey Parker and Matt Stone, comes an outrageous sequel to 2014's South Park : The Stick of Truth.

In the quiet mountain town of South Park, darkness has spread across the land. An entire squad of superheroes will rise to combat this evil, led by a nocturnal scavenger sworn to clean the trash can of South Park society.

Create your superhero and use your superpowers to save South Park so Coon and Friends can take their rightful place as the greatest team of superheroes ever assembled, and get the movie deal they so richly deserve.

Grab yours here

Just Dance 2019 - patch available today, holiday celebration event kicking off, calendar of content for 2019

Today we’re thrilled to announce to you the latest improvements we have made to Just Dance 2019 based on the feedback we have received directly from you, the Community.

The update will be available as of 09:00 CET/24:00 PDT on Thursday, December 20 on Xbox One, PS4, and Nintendo Switch, and will also be available at 10:00AM ETC Friday, December 21 on WiiU. The size of the update will be 307 MB on Nintendo Switch, 618 MB on Xbox One, 627 MB on PS4 (SIE & SIA), 420 MB on Wii U (NOA) and 512.59 MB on Wii U (NOE). Please note that you will need to update and restart your game before you will be able to access our online features.

Find below all of the improvements and changes that our newest update is bringing to Just Dance 2019.

GENERAL USER INTERFACE IMPROVEMENTS:

- Menus and navigation, Home Tab, Profile Tab, Songs Tab, Ubisoft Club and Just Dance Unlimited pages, Pause menu and Settings page, Pop-up messages, and Tutorial Screens have all been improved for a better user experience.

KIDS MODE:

- Kids Mode has been made even safer for our young players and their parents. Now, the Just Dance Unlimited songs no longer appear in the Kids Mode song list unless the subscription to the service has already been activated from the Just Dance Classic Mode.

PLAYLIST CREATION AND MANAGEMENT:

- You can now create your own Custom Playlist from the “+” button in the Playlists Tab or from the pop-up triggered by pressing “Add to Playlist” when a song is highlighted.
- Songs can be added to any Custom Playlist from almost anywhere in the game including the Home Tab, Songs Tab, Search Tab, and the Score and Rewards Recaps.
- It is now possible to navigate through the banner of the playlist to change the order of, or add songs to the tracklist whenever you wish to your Custom Playlists.

HOME SCREEN:

- You will now find “Behind the Scenes” and “Welcome” videos displayed in the Home Screen of Just Dance 2019.

SONG NAVIGATION:

- The trigger buttons on controllers that have them now allow jumping between sorted sections.

OTHER IMPROVEMENTS:

- We’ve made it easier to create a Ubisoft Club account on Nintendo Switch and WiiU.
- You will now see a display of the scores performed on previous versions of Just Dance on the Song Banner in the Songs Tab section.

Get ready for our Holiday Celebration Event! Login to Just Dance Unlimited and celebrate the holidays with all new songs, fantastic challenges, and so much more.

Starlink: Battle for Atlas takes off with new free content for the holidays

SAN FRANCISCO – December 20, 2018 - Today, Ubisoft announced that Starlink: Battle for Atlas™, the all-new action-adventure game from Ubisoft Toronto released on October 16, 2018, will receive a large content update before the holidays. Introducing several fan-requested features, the update will be available free to all players on Nintendo Switch, PlayStation®4 computer entertainment system and Xbox One on December 21, 2018.

New contents include:

NEW ENEMY UNITS – All planets of the Atlas star system will receive brand new enemy types, introducing unique gameplay mechanics and encouraging players to adopt new strategies.
NEW ACTIVITY – Outlaw fortifications will appear all over Atlas for players to take down. This new activity will provide loot and experience upon completion.
PHOTO MODE – Players will be able to capture the favorite moments of their journey throughout Atlas and express their creativity with several tools to personalize their shots.
For more information about the content of the December update, please visit: https://starlink.ubisoft.com/game/en-us/news-videos/341732/December-Update-Codename-Holiday-Gift

For more information about Starlink: Battle for Atlas, please visit: www.starlinkgame.com

For the latest on all of Ubisoft’s games, please visit www.ubinews.com.

Brawlhalla - Version 3.34 now available (full patch notes)

Brawlhalla has gotten a major update leading into the holidays. Check out the full patch notes on Version 3.34 below!

Happy Brawlhallidays! Naughty or nice, we’re celebrating the season with festive new treats, like new Skins for Wu Shang and Artemis, a new Podium, a new Weapon Skin and lots more for those who want to get into the Brawlhalliday spirit. Dusk is also debuting for the first time on the free-to-play Legend Rotation and has his price reduced! We’ve sped up the loading times for all console versions of the game. Skyforged and Goldforged Orb also make their way into Mallhalla and can be purchased with hard-earned Glory. There’s also a balance pass, bonus login Gold for the Brawlhallidays event, game improvements, bug fixes, and so much more! Enjoy the patch and have a happy Brawlhallidays!

Brawlhallidays Event

It’s the most wonderful time in Valhalla! Celebrate the Brawlhalliday cheer with new Skins for Wu Shang and Artemis, a new Podium, and a new winter-themed Weapon Skin for Katars.

See the list below for all the Brawlhalliday treats:

Skins

Santa Wu Shang – “He’s making a list and KO-ing you twice!”
Future Spirit Artemis – “The ghost of knockouts yet to come.”
Nutcracker Val – “Exterminator. No job too big, or small, or seven-headed. Open holidays and nighttime.”
Nutcracker Bödvar – “Neither mouse nor king can stand against true bravery.”
Snowman Kor – “Don’t put rocks in snowballs. Someone could get hurt.”
Krampus Cross – “He’s got this in the bag.”
Holly Jolly Ember – “Jingle Bell, Jingle Bell, Jingle Bell, Stock.”
Wreck the Halls Teros – “Who’s the most famous now?”
Secret Santa Thatch – “Yo ho ho ho!”
Podiums

Winner Wonderland’18 Podium
“All aboard on the Valhalla Express!”
Weapon Skin

Winter Daggers – “Watch out for frostbite!”
A Weapon Skin for Katars!
Colors

Winter Holiday Colors
These colors are sure to be a KO with their red, green, and white colors.
Available for every Legend!
KO Effect

Frostbite – “Hope you brought a coat.”
Avatars

Bomby the Snowman Avatar
An animated Avatar!
“And he waved goodbye
Saying don’t you cry
Stand a safe distance away.”
Mjolnir Snowflake Avatar
“Only Thor can catch this on his tongue.”
Purchasable with your hard-earned Gold!
Brawlhallidays will also feature snow on Maps, a UI Takeover and +250 Gold per login!

Mallhalla

Let it snow! Find Brawlhalliday items by following the snowflakes in Mallhalla!
Introducing new Skins for Wu Shang and Artemis
Exclusive Skins for Val, Bödvar, Kor, Cross, Ember, Teros, and Thatch.
New Podium: Winner Wonderland’18
New winter-themed Weapon Skin for Katars
Frostbite KO Effect
Brawlhalliday Avatars
Winter Holiday Colors
Dusk’s price has been reduced to 5400 gold!
Skyforged and Goldforged Orb can now be purchased with hard-earned Glory.
Check out the new Sales items!

Brawl of the Week – Stay Frosty!

Celebrate the holidays and get your Snowbrawl on at 150% damage! Face off against 3 other Legends in this 3 minute FFA. Score 1 point for hitting someone with a snowball, 3 points for getting a KO, and lose 1 point for being KO’d. Most points at the end wins!

FFA
Unlimited Stocks
150% Damage
3 minutes
Console Loading Improvements

We made some changes to the way the console version of the game loads files and it should dramatically decrease startup times. While this won’t affect anything during gameplay, it should make it easier to hop into a brawl session whenever you want!

Gameplay Improvements

Improved game launch times on all consoles.
The animation of blowing a horn to summon a Sidekick is no longer interrupted by movement.
Tournament mode bots now do the slow clap emote on the tournament bracket screen instead of the crying emote.
Added to Test Features

Directional Gravity Cancel:
Directional Dodges can be Gravity Canceled into a grounded attack within the first 5 frames.
The attack is based on the direction of the dodge: A downward dodge will only cancel into a Down Light or Down Signature.
Spot Dodge and Chase Dodge behavior is unchanged.
Bugs Fixes

Fixed texture resolution issues for the login bonus screen on consoles.
Fixed a bug where the Hub could not be reached with a keyboard or controller while the Pause menu is open while spectating.
Fixed bug that caused Apocalypse Mirage to not animate when holding a spear.
Fixed a bug on Orb DownAir that could cause you to get the air version when mantling a ledge.
Fixed a bug on Steam, Xbone, and PS4 where the right stick would move instead of taunt if the “Improved Joysticks” option was unchecked.
Steam PC-only: Fixed a bug where having -multikeyboard enabled could cause the game to crash during start-up in extremely rare cases.
Fixed rare crash when getting mission descriptions.
Fixed problems that could occur when resuming the game after Xbox One was asleep.
Fixed a bug where the turn animation would not play while Fastfalling.
Fixed bug on Nintendo Switch where the background was not showing up correctly on the Wheel test map.

Balance

Throwing weapons, particularly from dashes and dash-jumps, could build damage too quickly over the course of a match. We have decreased the damage dealt by thrown weapons to bring them in line with their range and utility.

Weapon Throw: Decreased Damage dealt by thrown Weapons by 20%. (Gadgets remain at their previous values).
Axe

The Axe’s ground kit could often be difficult to strike stacked opponents, so we have shifted some power from the aerial kit to afford greater ease in use and coverage on the Neutral Light.

Axe Neutral Light: Increased coverage near the user.
Axe Down Air: Decreased Forced from 60 Fixed/35 Variable to 58 Fixed/34 Variable.
Bow

We have increased the reward and ease of use on the Bow’s horizontal attacks, as it had fallen behind the edgeguard and stage control potential of other weapons with similar range.

Bow Side Air: Increased Stun from 21 to 25; Slightly increased threat coverage near the user.
Bow Side Light: Decreased Time to Hit from 11 to 10.
Blasters

The Blasters’ Recovery has proven to slightly outpace other strong knockout options in the game, so we have shifted some of that force into its low-powered, horizontal knockout potential. We have also increased the time to hit for the Down Light, given the increased versatility of its follow-up options.

Blasters Recovery: Decreased Force from 52 Fixed/49 Variable to 52 Fixed/47 Variable.
Blasters Down Light: Decreased Damage from 16 to 14; Increased Time to Hit from 8 to 9.
Blasters Side Air: Increased Force from 49 Fixed/40 Variable to 49 Fixed/42 Variable.
Cannon

The Cannon’s on-stage game finds increased viability with safer use of its Down Light combo starter and greater knockout potential on its Neutral Air combo ender and anti-air.

Cannon Down Light: Decreased Recover Time on miss from 2 Fixed/13 Variable to 0 Fixed/13 Variable.
Cannon Neutral Air: Angle of knockback is now significantly more vertical.
Cannon Down Air: Increased Damage from 15 to 16.
Gauntlets

The Gauntlets have had some of the speed and damage of their downward directed attacks reined in, while enhancing some of the more useful on-stage options. The Side Light has slightly increased priority to better combat close-ranged opponents, while the Neutral Air has slightly increased damage for more rewarding combos when bouncing opponents off the ground.

Gauntlets Down Air: Decreased Damage from 17 to 15.
Gauntlets Down Light: Decreased Damage from 14 to 13.
Gauntlets Side Light: Slightly increased horizontal threat coverage at the beginning of the attack.
Gauntlets Ground Pound: Increased Time to Hit from 14 to 17.
Gauntlets Neutral Air: Increased Damage from 12 to 13.
Hammer

The Hammer has received increased threat coverage on its primary vertical attack to further lean into its large and heavy playstyle. The Neutral Light now has a more horizontal knockback angle, granting greater stage control when landing this attack.

Hammer Neutral Air: Increased bottom coverage at the beginning of the swing; Decreased deadzone at the center of the swing.
Hammer Neutral Light: Angle of knockback is now significantly more horizontal.
Katar

We have increased the reliability of Katars’ main approach tools to compensate for their low range. The Down Air has increased Stun for tighter string capability, while the Side Light now does more damage even when connecting with the end of the attack.

Katar Down Air: Increased Stun of the ground version from 11 to 12; Increased Stun of the air version from 13 to 14.
Katar Side Light: Increased Damage from 11 to 13 and focused the majority of damage into the final hit; Increased maximum speed bonus from movement; Decreased Force from 33 Fixed/18 Variable to 35 Fixed/10 Variable.
Lance

The Lance Down Light now fits its role better as a setup tool, as it leaves the opponent much closer after use. The stun has been decreased to keep the relative advantage the same, as it no longer requires dash or dodge startup time to get within striking distance.

Lance Down Light: Decreased Stun from 23 to 21; Setup location is now closer to the user; Slightly increased maximum vertical threat coverage.
Orb

The Orb receives its first round of adjustments, with decreased cooldown across its kit, Down Light receiving decreased force for more consistent strings at wider health ranges, and a new combo starter due to Side Light’s increased stun. The Down Air has also received reductions in time to hit and recover time for more fluid use, less gravity during its attack for safer use off-stage, and greater force and stun for increased reward to better match its complexity.

Reduced Orb’s hitbox size when thrown to better match the weapon’s size; Increased Damage and Force when thrown to more closely align with other similarly sized weapons.
Orb Down Light: Decreased Recover time on miss from 2 Fixed/20 Variable to 1 Fixed/18 Variable; Decreased Cooldown on miss from 16 to 10. Changed Force from 55 Fixed/30 Variable to 60 Fixed/15 Variable; Increased maximum speed bonus from movement; Knockback angle is now slightly more vertical.
Orb Side Light: Decreased Cooldown on miss from 17 to 10; Decreased Cooldown on hit from 10 to 9. Increased Stun from 14 to 15
Orb Neutral Light: Decreased Cooldown on miss from 17 to 14; Decreased Cooldown on hit from 12 to 10.
Orb Neutral Air: Decreased Cooldown on miss from 17 to 12; Decreased Cooldown on hit from 12 to 9.
Orb Side Air: Decreased Cooldown on miss from 17 to 12; Decreased Cooldown on hit from 12 to 9. Increased Force from 55 Fixed/38 Variable to 55 Fixed/40 Variable.
Orb Down Air: Decreased Cooldown on miss from 17 to 14; Decreased Cooldown on hit from 11 to 9; Decreased Recover time on ground bounce from 0 Fixed/20 Variable to 0 Fixed/18 Variable; Decreased Recover time on the handspring ground bounce version from 2 Fixed/18 Variable to 0 Fixed/18 Variable; Decreased Recover time on wall bounce from 1 Fixed/20 Variable to 0 Fixed/18 Variable; Increased Force of the ground and wall bounce versions from 50 Fixed/32 Variable to 50 Fixed/34 Variable. Decreased Time to Hit from 18 to 16; Decreased Recover time of the aerial ender from 23 Variable to 20 Variable; Increased Stun of the ground and wall versions from 22 to 26; Increased Stun of the aerial version from 25 to 26; Increased aerial mobility during later Recover Time; Decreased effect of gravity during the attack.
Orb Recovery: Increased Force from 75 Fixed/40 Variable to 75 Fixed/44 Variable
Orb Ground Pound: Changed Force from 44 Fixed/50 Variable to 52 Fixed/45 Variable.
Scythe

As an overly strong weapon off-stage, the Scythe Ground Pound now has a weaker, more vertical angle of knockback to allow for more attempts at recovering against a Scythe user. We have also shifted some damage from its other powerful edgeguard tool, the Down Air, into its primary anti-air, the Neutral Light.

Scythe Ground Pound: Decreased Force from 60 Fixed/33 Variable to 60 Fixed/31 Variable; Angle of knockback is now more vertical; Increased Minimum Charge Time from 11 to 13; Slightly decreased threat coverage at the top of the attack; Increased Recover time from 2 Fixed/17 Variable to 3 Fixed/17 Variable.
Scythe Down Air: Decreased Damage from 15 to 14.
Scythe Neutral Light: Increased damage from 12 to 13.
Spear

We have shifted some power from the Spear’s rate of damage in combos that begin with the Down Light in favor of increased stun on the Recovery. This gives the Spear greater utility at the lower health ranges on its only true vertical aerial attack to help offset its lack of priority.

Spear Down Light: Decreased Damage from 15 to 13.
Spear Side Air: Decreased coverage at the top and rear of the attack.
Spear Recovery: Increased Stun from 21 to 25.
Sword

Given the Sword’s versatility in both vertical and horizontal directed attacks, we have decreased the force of the Side Air to bring its horizontal knockout power in line with similar options on the other medium-range weapons.

Sword Side Air: Decreased Force from 67 Fixed/35 Variable to 60 Fixed/33 Variable; Angle of knockback is now slightly more horizontal.
Unarmed

We have reduced the Unarmed Down Air’s threat coverage to enable armed players to better contest this attack off stage.

Unarmed Down Air: Decreased threat coverage of attack at the foot.
Legends

This round of balance brings more adjustments to Signatures that have either been under or over-performing, with several being altered to better match the stats of the Legend, such as the increased minimum charge time on Zariel’s Side Bow, and the decreased recover time on Cassidy’s Down Hammer. Dusk also has his first round of updates, with greater damage and force on his Down Orb. We have also increased the stun on Yumiko’s fire signatures, for increased combo potential on these unique setup tools.

Mordex Down Gauntlets: Decreased Force from 60 Fixed/58 Variable to 60 Fixed/52 Variable; Increased Minimum Charge time from 12 to 14.
Cross Neutral Blasters: Decreased Force from 75 Fixed/52 Variable to 65 Fixed/50 Variable.
Cross Neutral Gauntlets: Increased Damage from 20 to 23.
Kor Neutral Gauntlets: Increased Time to Hit from 15 to 17; No longer hits grounded opponents.
Zariel Side Bow: Increased Minimum Charge time from 9 to 11.
Zariel Side Gauntlets: Increased Damage from 21 to 22.
Yumiko Down Hammer: Increased Stun of final hit from 8 to 13; Angle of final knockback is now more vertical.
Yumiko Down Bow: Increased Stun from 20 to 23.
Kaya Side Spear: Increased threat coverage of the initial stab.
Kaya Neutral Spear: Increased grounded threat coverage at the forward base of the mammoth.
Lin Fei Side Katar: Increased Force from 74 Fixed/50 Variable to 74 Fixed/54 Variable.
Cassidy Down Hammer: Decreased Recover time from 25 to 21.
Jiro Down Scythe: Decreased Minimum Charge time from 6 to 5; Increased threat coverage of the initial swing.
Jiro Down Sword: Increased Force from 50 Fixed/46 Variable to 50 Fixed/50 Variable; Increased Damage from 18 to 22.
Dusk Down Orb: Increased Force from 55 Fixed/35 Variable to 55 Fixed/44 Variable; Increased Damage from 21 to 24 and focused the damage more into the final hit.

Legend Rotation

Dusk debuts on the new Legend rotation for the first time! This week also includes: Kaya, Isaiah, Scarlet, Artemis, Ragnir, Val, and Cross.

Dusk – Wielding his Spear and a powerful Orb, carved from stone and magic, Dusk seeks to spread chaos throughout Valhalla.
Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
Cross – For years he has owned New York City, but can he do the same in Valhalla? This charismatic mobster steps into Valhalla with Blasters and Gauntlets.

Mario + Rabbids: Kingdom Battle vinyl soundtrack now shipping on iam8bit

Earlier this month, Mario + Rabbids Kingdom Battle won the 2018 British Academy Children's Awards for "Game of the Year." In partnership with Ubisoft and Nintendo, iam8bit has brought the soundtrack of the award-winning title to life on vinyl. The Mario + Rabbids Kingdom Battle 2-LP vinyl soundtrack is now available and can be purchased for $40 USD on iam8bit.com.

The set comes playfully packaged in a fuzzy "Rabbid Mario Mustache" jacket and includes a paper doll playset featuring Rabbids, Mario, Luigi, Princess Peach, and more. The Mario + Rabbids Kingdom Battle soundtrack, composed by Grant Kirkhope (Banjo-Kazooie, Viva Pinata, Goldeneye), spans across two translucent vinyl records. A digital download is also included with purchase.