Reader Discussion: What Character From Smash Bros. Do You Want In A Different Game?

about X hours ago from
Reader Discussion: What Character From Smash Bros. Do You Want In A Different Game?

One thing we end up asking a lot of developers is whether they want one of their characters in Smash Bros. No one ever says no – why would you? The games sell millions of copies and it gets the entire gaming world focusing on those characters. Some developers even ask fans to lobby Nintendo with their enthusiasm for the characters, like the Cuphead developers recently did. Fans love hearing about it, too, and it causes so many discussions online.

So just for today, let's reverse the question: which Smash Bros. character do you want in another game? Should Link just be a playable character in Bayonetta? Would Aloy in Horizon: Zero Dawn get along with Samus Aran? Wouldn't Ridley be cool in Panzer Dragoon?

Choose a character, choose a game, and then tell us how it would function. It's time for a reverse-Super Smash Bros.: how does gaming's biggest crossover fighter invade the rest of the video game universe in your mind?

Reader Discussion – What Character From Smash Bros. Do You Want In A Different Game?

about X hours ago from
Reader Discussion – What Character From Smash Bros. Do You Want In A Different Game?

One thing we end up asking a lot of developers is whether they want one of their characters in Smash Bros. No one ever says no – why would you? The games sell millions of copies and it gets the entire gaming world focusing on those characters. Some developers even ask fans to lobby Nintendo with their enthusiasm for the characters, like the Cuphead developers recently did. Fans love hearing about it, too, and it causes so many discussions online.

So just for today, let's reverse the question: which Smash Bros. character do you want in another game? Should Link just be a playable character in Bayonetta? Would Aloy in Horizon: Zero Dawn get along with Samus Aran? Wouldn't Ridley be cool in Panzer Dragoon?

Choose a character, choose a game, and then tell us how it would function. It's time for a reverse-Super Smash Bros.: how does gaming's biggest crossover fighter invade the rest of the video game universe in your mind?

Xbox Achievements Need To Evolve

about X hours ago from
Xbox Achievements Need To Evolve

When we first began unlocking achievements on the Xbox 360 in 2005, they offered a completely new way for you to look at a game: Now there would be a permanent record of your in-game accomplishments to show off. The console was designed to connect to the internet, so your friends could compare their games to yours and see how they stacked up. Maybe their gamerscore was higher, but they didn’t launch that gnome into space in Half-Life 2 or beat Halo 3 on Legendary. Achievements let us stand out in our own way, and they served as a showcase for our tastes and interests. With Microsoft reportedly readying a new line of consoles focused on streaming, and Google’s Stadia platform making big inroads into that market, I think it’s time to go back to the drawing board and either do away with the achievements system all together or, hopefully, introduce features that make playing games on Xbox feel vital again.

Xbox Achievements Need To Evolve

about X hours ago from
Xbox Achievements Need To Evolve

When we first began unlocking achievements on the Xbox 360 in 2005, they offered a completely new way for you to look at a game: Now there would be a permanent record of your in-game accomplishments to show off. The console was designed to connect to the internet, so your friends could compare their games to yours and see how they stacked up. Maybe their gamerscore was higher, but they didn’t launch that gnome into space in Half-Life 2 or beat Halo 3 on Legendary. Achievements let us stand out in our own way, and they served as a showcase for our tastes and interests. With Microsoft reportedly readying a new line of consoles focused on streaming, and Google’s Stadia platform making big inroads into that market, I think it’s time to go back to the drawing board and either do away with the achievements system all together or, hopefully, introduce features that make playing games on Xbox feel vital again.

Replay – Skate 3

about X hours ago from
Replay – Skate 3

What's up, skaters? Or is thrashers? Or rollers? Or wheelers? Or...hell...I don't know what you call yourselves these days. I'm an old-school skating fan, so I don't have much credibility in the sport now, but Leo Vader sure does. He hops into the hosting seat this week to show off Skate 3, a series that everyone wants back, but EA just doesn't want to make yet. In this lengthy look we dive into various aspects of the game, and even show off how it inspired Anthem. No, we're not joking. We found the inspiration point for Anthem. You'd think it would be something science-fiction based, but nope, it was Skate 3.

In our second segment, we dedicate roughly 15 minutes to Monster House, a game based on the theatrical release that starts slow, but ends up impressing us in the end. Enjoy the episode, which I think has the best camera work and editing in Replay history.

Replay – Skate 3

about X hours ago from
Replay – Skate 3

What's up, skaters? Or is thrashers? Or rollers? Or wheelers? Or...hell...I don't know what you call yourselves these days. I'm an old-school skating fan, so I don't have much credibility in the sport now, but Leo Vader sure does. He hops into the hosting seat this week to show off Skate 3, a series that everyone wants back, but EA just doesn't want to make yet. In this lengthy look we dive into various aspects of the game, and even show off how it inspired Anthem. No, we're not joking. We found the inspiration point for Anthem. You'd think it would be something science-fiction based, but nope, it was Skate 3.

In our second segment, we dedicate roughly 15 minutes to Monster House, a game based on the theatrical release that starts slow, but ends up impressing us in the end. Enjoy the episode, which I think has the best camera work and editing in Replay history.

Top Of The Table – Planet

about X hours ago from
Top Of The Table – Planet

Gimmicks can be hit or miss. Whether for visual appeal, thematic tie-ins, or to capitalize on some weird element of a license, lots of board games have a unusual twist to their components or gameplay that are meant to surprise and delight in the name of grabbing the attention of the player. But often, that gimmick doesn’t pay off in a meaningful way. With Planet, the core mechanic is built entirely around a physical component gimmick – but it’s that exact feature that adds strategic depth, engagement, and visual fun. It’s also a tremendously fun and simple-to-learn game that will be welcome at virtually any gaming table.

Top Of The Table – Planet

about X hours ago from
Top Of The Table – Planet

Gimmicks can be hit or miss. Whether for visual appeal, thematic tie-ins, or to capitalize on some weird element of a license, lots of board games have a unusual twist to their components or gameplay that are meant to surprise and delight in the name of grabbing the attention of the player. But often, that gimmick doesn’t pay off in a meaningful way. With Planet, the core mechanic is built entirely around a physical component gimmick – but it’s that exact feature that adds strategic depth, engagement, and visual fun. It’s also a tremendously fun and simple-to-learn game that will be welcome at virtually any gaming table.

Former BioWare Developers Are Building An Online RPG For Improbable

about X hours ago from
Former BioWare Developers Are Building An Online RPG For Improbable

Last year it was revealed former BioWare general manager Aaryn Flynn joined tech company Improbable as a general manager for its North American efforts. We recently had the chance to meet up with Flynn and Improbable’s CEO, Herman Narula, to talk about the evolution of the company and their plans to create a first-party RPG out of Edmonton, Canada – the same city as BioWare’s main studio.

“Surreal is a good word for it,” Flynn says about watching Anthem’s launch and its subsequent reception. As one of the leads in the studio that helped kick the project off, Flynn says he feels a lot of emotions watching the game’s turbulent release. “It’s tough. But at the same time I know they’re working so hard on it. Mixed emotions, surreal – those are all good words [for what I’m feeling]… Fiscal years are fiscal years. You don’t have to squint too hard to know what’s going on.” Twenty months after leaving BioWare, Flynn now has two responsibilities at Improbable: helping their North American partners and overseeing a first-party studio development team creating a new RPG.

Above: BioWare's Mark Darrah, Aaryn Flynn, and Casey Hudson talk to Joe Juba in 2013.

Former BioWare Developers Are Building An Online RPG For Improbable

about X hours ago from
Former BioWare Developers Are Building An Online RPG For Improbable

Last year it was revealed former BioWare general manager Aaryn Flynn joined tech company Improbable as a general manager for its North American efforts. We recently had the chance to meet up with Flynn and Improbable’s CEO, Herman Narula, to talk about the evolution of the company and their plans to create a first-party RPG out of Edmonton, Canada – the same city as BioWare’s main studio.

“Surreal is a good word for it,” Flynn says about watching Anthem’s launch and its subsequent reception. As one of the leads in the studio that helped kick the project off, Flynn says he feels a lot of emotions watching the game’s turbulent release. “It’s tough. But at the same time I know they’re working so hard on it. Mixed emotions, surreal – those are all good words [for what I’m feeling]… Fiscal years are fiscal years. You don’t have to squint too hard to know what’s going on.” Twenty months after leaving BioWare, Flynn now has two responsibilities at Improbable: helping their North American partners and overseeing a first-party studio development team creating a new RPG.

Above: BioWare's Mark Darrah, Aaryn Flynn, and Casey Hudson talk to Joe Juba in 2013.