How NetherRealm Hopes To Get Mortal Kombat 11's Casual Players To Compete

about X hours ago from
How NetherRealm Hopes To Get Mortal Kombat 11's Casual Players To Compete

Fighting games can be tough to get into. Most are multiplayer-focused affairs, which can be a deal-breakers for many single-player fans. Even among multiplayer offerings, they require a degree of dedication to memorize combos, time to brush up on things like frame data and mix-ups that can be intimidating at first. Not everyone is interested in diving into training mode for hours just to make a game “fun” outside of casual button mashing, but NetherRealm Studios has long been doing its best to turn those casual players into competitors. 

As the team behind one of the most popular fighting-game series around, NetherRealm is well-aware of the impediments some players have to getting into them. "We know there's a barrier where, anything that's competitive is automatically a barrier for some people,” says lead designer John Edwards. “And fighting games in particular are kind of daunting, because they seem so scary, and mechanically difficult to get into, and there's all these terms that are thrown around. It just seems super-daunting just even thinking approaching trying to learn how to play a fighting game.”

We Assemble The Perfect Avengers Game

about X hours ago from
We Assemble The Perfect Avengers Game

With over 10 years and 21 movies behind it, Avengers: Endgame will finally wrap up an epic, connected film arc for Marvel Studios. Now with Insomniac’s Spider-Man setting up a larger Marvel “gameverse,” questions are bubbling over for what we can expect from Crystal Dynamics’ upcoming Avengers game. Since its announcement in 2017, news has been pretty sparse about the project.

Aside from the bleak teaser, Marvel says, “The Avengers project, featuring a completely new and original story, will introduce a universe gamers can play in for years to come. The project will be jammed pack with characters, environments, and iconic moments that will thrill Marvelites.”

This allows a few different possibilities. Taken at face value, this could mean that the Avengers project is literally a game that can be played for years, implying Crystal Dynamics is making some sort of online, live-service game akin to Destiny or The Division 2. While the popularity of those games is certainly not something to ignore, this could also be Marvel’s way of saying that the world that the game takes place in will be shared between a number of other game worlds. Meaning, hypothetically, Spider-Man’s world, the Avengers, and any upcoming Marvel games could, like the films, be part of a shared universe.

We Assemble The Perfect Avengers Game

about X hours ago from
We Assemble The Perfect Avengers Game

You don’t always need to reinvent the wheel, you just need four really good wheels. How existing mechanics could give form to the Avengers game.

With over 10 years and 21 movies behind it, Avengers: Endgame will finally wrap up an epic, connected film arc for Marvel Studios. Now with Insomniac’s Spider-Man setting up a larger Marvel “gameverse,” questions are bubbling over for what we can expect from Crystal Dynamics’ upcoming Avengers game. Since its announcement in 2017, news has been pretty sparse about the project.

Aside from the bleak teaser, Marvel says, “The Avengers project, featuring a completely new and original story, will introduce a universe gamers can play in for years to come. The project will be jammed pack with characters, environments, and iconic moments that will thrill Marvelites.”

An Interview With The Composers Behind Resident Evil 2 And DMC5

about X hours ago from
An Interview With The Composers Behind Resident Evil 2 And DMC5

Resident Evil 2 and Devil May Cry 5 released earlier this year to high praise. We got a chance to sit down and talk with two prolific composers – Jeff Rona and Cody Matthew Johnson – that contributed to both games’ assorted soundtracks. Their musical work has also been featured in games like God of War III and Marvel vs. Capcom Infinite.

What makes composing video games different from other industries?

Cody Matthew Johnson: Movies and TV are linear; they go in one direction from A to B. But in video games you’re composing not only linearly (because there’s a point at which the game starts and ends) but you’re composing vertically as well. You have to think about the interactivity of the music. I guarantee you that people are much more passionate about video game scores than film scores simply because you can tap your foot to it; you can sing along to a noticeable melody. With video games, you have the opportunity to be a bit more creative and challenge yourself sonically, but, most importantly, get a player completely immersed and stuck in the fantasy.

An Interview With The Composers Behind Resident Evil 2 And DMC5

about X hours ago from
An Interview With The Composers Behind Resident Evil 2 And DMC5

Resident Evil 2 and Devil May Cry 5 released earlier this year to high praise. We got a chance to sit down and talk with two prolific composers – Jeff Rona and Cody Matthew Johnson – that contributed to both games’ assorted soundtracks. Their musical work has also been featured in games like God of War III and Marvel vs. Capcom Infinite.

What makes composing video games different from other industries?

Cody Matthew Johnson: Movies and TV are linear; they go in one direction from A to B. But in video games you’re composing not only linearly (because there’s a point at which the game starts and ends) but you’re composing vertically as well. You have to think about the interactivity of the music. I guarantee you that people are much more passionate about video game scores than film scores simply because you can tap your foot to it; you can sing along to a noticeable melody. With video games, you have the opportunity to be a bit more creative and challenge yourself sonically, but, most importantly, get a player completely immersed and stuck in the fantasy.

Meet Madden's Bill Belichick – Griffin Murphy

about X hours ago from
Meet Madden's Bill Belichick – Griffin Murphy

EA Sports' Madden franchise is known for its exclusive licenses covering the league, players, and coaches, giving the series an air of realism that many fans expect. But as the company has signed the licensing deals and the graphics and presentation aspects have gotten better, showing us the coaches roaming the sidelines between plays, one aspect has stuck out: Patriots coach Bill Belichick is not in the game.

EA Sports may have the license for the Coaches Association, but Belichick – one of football's greatest strategic (and sartorial) coaches – is not in the Association and therefore not in the game. Instead, he's replaced by glasses-wearing Griffin Murphy, an avatar that has become infamous in its own right. Murphy might not be real, but he is based on a real person – former EA Tiburon VP GM and series executive producer Roy Harvey, himself a Pats fan. We talked briefly with Harvey who told us how he became Belichick.

Why did they choose you in particular to be the Pats coach? When did it first happen? Several years ago when we first started doing head scans the art team put out a call for those of us at Tiburon to come try out the tech for ourselves. They put our faces on sideline characters, referees and the like, which was pretty cool.

Meet Madden's Bill Belichick – Griffin Murphy

about X hours ago from
Meet Madden's Bill Belichick – Griffin Murphy

EA Sports' Madden franchise is known for its exclusive licenses covering the league, players, and coaches, giving the series an air of realism that many fans expect. But as the company has signed the licensing deals and the graphics and presentation aspects have gotten better, showing us the coaches roaming the sidelines between plays, one aspect has stuck out: Patriots coach Bill Belichick is not in the game.

EA Sports may have the license for the Coaches Association, but Belichick – one of football's greatest strategic (and sartorial) coaches – is not in the Association and therefore not in the game. Instead, he's replaced by glasses-wearing Griffin Murphy, an avatar that has become infamous in its own right. Murphy might not be real, but he is based on a real person – former EA Tiburon VP GM and series executive producer Roy Harvey, himself a Pats fan. We talked briefly with Harvey who told us how he became Belichick.

Why did they choose you in particular to be the Pats coach? When did it first happen? Several years ago when we first started doing head scans the art team put out a call for those of us at Tiburon to come try out the tech for ourselves. They put our faces on sideline characters, referees and the like, which was pretty cool.

Five Features We'd Like To See In Red Dead Online

about X hours ago from
Five Features We'd Like To See In Red Dead Online

Red Dead Redemption II garnered critical acclaim for virtually every aspect of its single-player mode. The game’s explorable sandbox has myriad optional activities including deep hunting mechanics, a sizeable list of stranger missions that expand lore, an honor meter with in-game ramifications, and tons of interesting secrets scattered throughout its open-world.

In Red Dead Online (RDO), however, many of these expansive pastimes are absent. After customizing an eerily silent avatar, players load into a less dynamic version of the open world they explored as Arthur Morgan. Despite these frustrations, Rockstar made sure to tag RDO as a beta in order to tweak technical issues based on community responses. It will likely be some time before substantial updates are integrated.

GTA Online (GTAO), Rockstar’s previous foray into multiplayer gameplay, also started slowly, but steadily built up the experience via a multitude of large-scale updates and cooperative expansions – which has kept players satisfied for years. We know Rockstar plans to do the same with RDO, so here are five features we want implemented in future content drops. 

Five Features We'd Like To See In Red Dead Online

about X hours ago from
Five Features We'd Like To See In Red Dead Online

Red Dead Redemption II garnered critical acclaim for virtually every aspect of its single-player mode. The game’s explorable sandbox has myriad optional activities including deep hunting mechanics, a sizeable list of stranger missions that expand lore, an honor meter with in-game ramifications, and tons of interesting secrets scattered throughout its open-world.

In Red Dead Online (RDO), however, many of these expansive pastimes are absent. After customizing an eerily silent avatar, players load into a less dynamic version of the open world they explored as Arthur Morgan. Despite these frustrations, Rockstar made sure to tag RDO as a beta in order to tweak technical issues based on community responses. It will likely be some time before substantial updates are integrated.

GTA Online (GTAO), Rockstar’s previous foray into multiplayer gameplay, also started slowly, but steadily built up the experience via a multitude of large-scale updates and cooperative expansions – which has kept players satisfied for years. We know Rockstar plans to do the same with RDO, so here are five features we want implemented in future content drops. 

Super Replay – God Hand Episode 15: A Casino Episode

about X hours ago from
Super Replay – God Hand Episode 15: A Casino Episode

After a festive holiday season, Game Informer's annual 12.31 Super Replay usually brings suffering. In years past, this day has kicked off complete playthroughs of stinkers like Overblood, Overblood 2, Blue Stinger, Illbleed, Raw Danger, Martian Gothic: Unification, Sonic the Hedgehog, and Vampire Hunter D.

Figuring out which game will be honored with this spot is a stressful decision that usually takes a full year to figure out. That wasn't the case this year. The community figured it out for us. We had the somewhat official I Watched the Entire Overblood Super Replay group vote for a Super Replay earlier this year. With hundreds of votes cast, the poll ended in a tie between Killer 7 and God Hand. Rather than just flipping a coin to see which one we would do, I decided to record both of them. We knocked out Killer 7 earlier this year, and almost rolled right into God Hand, but couldn't find a window to get it done in a productive way. I shelved the Super Replay until 12.31. It was one of the games I was considering years ago for this spot anyway.