IDW Publishing and Hasbro, Inc. have announced yet another extension of the companies’ long-term relationship with an all-new comic book series based on the ground-breaking MAGIC: THE GATHERING trading card game (TCG). Under license from Hasbro, Inc., and in collaboration with Wizards of the Coast, IDW will launch a new series entitled MAGIC: THE GATHERING this fall, the first comic series in more than a decade based on the many worlds of the hugely popular game. Adding to the rich stories are exclusive, playable, alternate-art cards for the MAGIC: THE GATHERING TCG, which will only be available through select issues of the IDW comics.
“Magic: The Gathering is an incredibly strong property which spawned a new entertainment category, and there is so much to be done creatively with comics,” says IDW’s Magic editor, Denton J. Tipton. “I’m really looking forward to telling new stories in the many worlds of Magic, which have been near and dear to my heart since the mid-90s.”
IDW Publishing and Hasbro subsidiary, Wizards of the Coast will work closely together to ensure the comics offer another layer of experience for MAGIC: THE GATHERING fans. The initial four-issue miniseries will focus on a unique, new Planeswalker, a powerful mage with the ability to travel between worlds in the Magic Multiverse. Many popular MAGIC: THE GATHERING characters will be featured in the series, as well.
This comic series is written by renowned author and game designer Matt Forbeck (The Lord of the Rings Roleplaying Game, Amortals, The Marvel Encyclopedia), who is joined by talented newcomer, artist Martín Cóccolo. Each comic book will also be collected at intervals into graphic novels. MAGIC: THE GATHERING will be distributed to a wide audience through comic-book outlets, trade bookstores, mass retailers, and digitally through a variety of platforms.
Get your first look at the new trade dress for the groundbreaking debut of Marvel: Season One! Kicking off in 2012 in comic shops and Disney Stores across the world, featuring a modern cover design, fans can experience the Marvel Universe like never before with this new line of graphic novels. Complete with full stories featuring your favorite Marvel characters, these graphic novels modernize the seminal origins of these characters while also offering new revelations for long-time fans.
The complete first wave of Season One graphic novels includes:
Fantastic Four: Season One by Roberto Aguirre-Sacasa (Stephen King’s The Stand, Television’s Glee) and David Marquez (Secret Warriors), on-sale in February 2012
X-Men: Season One by Dennis Hopeless (Legion Of Monsters, Lovestruck) and Jamie McKelvie (Generation Hope, Phonogram), on-sale in March 2012
Daredevil: Season One by Antony Johnston (Daredevil) and Wellinton Alves (Nova), on-sale in April 2012
Spider-Man: Season One by Cullen Bunn (Fear Itself: The Fearless, Sixth Gun) and Neil Edwards (Fantastic Four), on-sale in May 2012
It’s time to discover the world’s greatest super heroes all over again in Marvel: Season One!
On top of the critically-acclaimed series’ most epic-scale campaign yet, “Gears of War 3” is poised to deliver the must-have multiplayer experience of the year with 10 action-packed maps based on stunning campaign environments, all playable in Versus Multiplayer, Beast and Horde mode. Additionally, “Gears of War 3” includes a modified version of Gridlock, the legendary map that defined multiplayer gameplay in “Gears 1” and “Gears 2.” Featuring graphical enhancements and new weapon spawns, the new Gridlock is set in the eerie darkness of night, forcing you to stay on your toes and work as a team as you stalk your opponents from the shadows.
Thanks to the participation and feedback of more than 1.2 million fans, “Gears of War 3” also features improved versions of Old Town, Thrashball and Trenches from this spring’s public multiplayer beta. These maps have been enhanced based on player behavior to offer a more balanced and enjoyable experience for veterans and rookies alike. For example, Trenches features a new combat area that significantly changes the dynamic of the firefights, and similar modifications have been made to Trashball to better prevent spawn camping and level the playing field.
To further welcome newcomers to the “Gears” universe, “Gears 3” will include a Casual Versus Multiplayer playlist where new players will have the option to compete against one another. Based on massive amounts of data and testing, Epic can detect certain gameplay benchmarks and skill levels to maintain a safe arena where beginners can hone their skills, have fun, and prepare for the more advanced skill level lobbies.
Here is the full list of maps in “Gears of War 3,” along with a description of each:
Checkout – Checkout’s combat takes place in the carcass of an abandoned superstore. The shop owners tried to move their inventory with a closeout sale in the weeks leading up to the HOD evacuations, but ultimately had to walk away and leave everything to time and history. The intense close-quarters combat of the store aisles makes every decision important. Weapon selection is key, cover is essential to survival and every move has an impact. When facing your enemy, remember what the sign says: “Everything must go.”
Drydock – Much has been written about the beauty of Seran culture, but people often forget the backbone of industry upon which it all relies. This shipyard stands full of undelivered goods and the necessary tools of a society’s infrastructure. Its most prominent landmark is the rotting husk of a cargo ship that will forever stand in Drydock.
Gridlock – This ashen street was once a bustling tourist destination known for its quaint inns and waterfront cafés. Even the water is gone now, replaced by the burnt shell of a crater that stands as a testament to the loss of Seran humanity.
Hotel – Small island resorts such as this one catered to the opulent tastes of vacationing Serans. But as the Lambent infection spreads across the globe, tides are shifting to flood once popular beaches, and fierce winds batter and push at the walls of humanity’s creations.
Mercy – This area was once a bustling town square filled with people, but it never recovered from the UIR mortar shellings of the Pendulum Wars. Emergence soon followed, and the already heartbroken residents were shown no mercy by Locust forces, leading to an almost immediate evacuation. This large and open central square is surrounded on all sides by sheltered passageways and buildings. A raised dais yields powerful weaponry and a view of virtually everything within range, but the power located there must be hard-earned and well-protected to provide any lasting advantage.
Old Town – Several remote areas of Sera managed to stave off the impact of Emergence for quite some time. Island towns such as this one were able to sustain themselves with small farms and a steady bounty from the ocean. But all good things must come to an end, and eventually they could hide no more. This is an excellent map for team-based play, with multiple areas that are well-suited to both attack and defense scenarios. A well-executed plan will often reap great rewards, and an enemy caught unaware can be flushed into a trap like a chicken free of its coop.
Overpass – As the Lambent infection spreads across Sera, the planet is quite literally falling apart. And as the substrata beneath this forgotten overpass begin to disintegrate, the entire city block is collapsing along with it, sliding into a vast underground cavern. Head for the high ground or you just might slide along with it. Battles in this highly dynamic map often focus around the elevated Overpass, where teams can hole up and take advantage of the protected position and emplaced weaponry located there. But gaining the high ground can also be a trap, as the team left below will most assuredly use mortars and orbital lasers to regain their lost footing.
Sandbar – This observation post once had a commanding view of the distant horizon. Never threatened, it was thought to be impenetrable due to its unpredictable coastline and the constant shifting of sandbars along the shallow water of the coastline. And it never did fall; it was simply abandoned when humanity fled from a threat that nobody could ever see coming.
Thrashball – This stadium was once home to a different sort of national hero, one who fought for honor and glory, instead of scrambling for survival. The invigorating roar of the crowd has been replaced by the melancholy moaning of wind in the empty stadium seats. Stadium matches are no longer restricted to the playing field, and the team that controls the concession stands earns a great advantage. The scoreboard still keeps track of every point earned, but its frayed support cables also make it a precarious trap for anyone foolish enough to run underneath it.
Trenches – The Locust have begun to carve mines and tunnels into the rocks of the Seran Deadlands, eking out any existence that resembles the underground passages of the Hollow they once called home. But this harsh environment is as relentless and unforgiving as any enemy they’ve ever had to face. The Locust Trenches are small and tight, with clean lines of sight across virtually the entire battlefield. The central hill leads to a fortified bunker with a strategically important vantage point. Once taken, it is rarely surrendered, unless opposing forces can manage to sneak up under the cover of a passing sandstorm that leaves everyone blind for a short while.
“Gears of War 3” features the series’ deepest and most expansive multiplayer experience yet, delivering genre-defining action across an arsenal of competitive and cooperative modes, including versus multiplayer, four-player campaign co-op, Horde 2.0 and Beast mode. New recruits will enjoy the finely balanced gameplay and accessible game types, which allow anyone to instantly jump into the action.