Radiant Entertainment - американская компания, известная разработкой voxel-based градостроительного симулятора Stonehearth. Игра сочетает в себе элементы стратегии в реальном времени, строительства и управления ресурсами, а также ролевые элементы. Stonehearth получила поддержку сообщества через краудфандинг и ранний доступ. В 2016 году Radiant Entertainment была приобретена компанией Riot Games. После приобретения разработка Stonehearth была приостановлена, а команда переключилась на другие проекты в рамках Riot Games. Компания Radiant Entertainment больше не существует как отдельная студия.
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news. Join the GamesRadar community for quick access. The new film is a prequel to the original trilogy of movies and follows Haymitch Abernathy, eventual mentor of Katniss Everdeen and Peeta Mellark, when he is forced to compete in the Second Quarter Quell – a deadlier version of the Hunger Games to mark their 50th year.
With the recently released Control Resonant, Remedy Entertainment returns to its weird Control universe of teleporting toy ducks, nightmarish creatures, and explosive action, all of which is grounded by a deeply personal central story. But when considering its predecessor, Control, I was struck by just how much this sequel not only differs from the first game, but deliberately inverts or twists what players previously experienced--much as the central Big Bad does to the entire borough of Manhattan. Control Resonant begins with our protagonist Dylan, barefoot and in dire need of a shave, awakening from a seven-year coma. With his sister--the series' former main character, Jesse Faden--missing and Control's Oldest House now a crime scene of corpses, Dylan finally leaves the building he’s been imprisoned in for over two decades.
2XKO would have needed an MAU base "in the high hundreds of thousands, if not millions" to succeed Riot Games CPO Marc Merrill says while 2XKO resonated with some players, its audience was "not nearly enough" to support a live service model Riot Games' 2XKO would have had to attract a base of monthly active users "in the high hundreds of thousands, if not millions" to be sustainable, according to CPO Marc Merrill. On The Lemonade Stand podcast (as spotted by IGN), Riot's co-founder and co-chairman stated that although the game resonated with some players, the audience was "not nearly enough" to support the game's intended live service model. 2XKO ended active development in August, as it cost "substantially more to operate than it [brought] in, and engagement stayed relatively flat despite larger updates." The game is still playable and free to download on PC, PlayStation 5, and Xbox Series X|S, with servers remaining online "beyond 2026." In addition to the need for a large player base, Merrill cited the release of Street Fighter 6 as a factor in 2XKO's unsuccessful launch. Let's see what happens." He added: "I think if we came out, ideally when we should've, years before Street Fighter, I think we would have made a really significant impact." Merrill also discussed Riot's 2016 acquisition of Radiant Entertainment, noting that its free-to-play title Rising Thunder, released in alpha in 2015, was a major inspiration for 2XKO.