MTV Multiplayer http://multiplayerblog.mtv.com Just another WordPress site Sun, 29 Sep 2013 19:53:11 +0000 en-US hourly 1 http://wordpress.org/?v=3.9.1 Thanks For Playing! http://multiplayerblog.mtv.com/2013/09/27/thanks-for-playing/ http://multiplayerblog.mtv.com/2013/09/27/thanks-for-playing/#comments Fri, 27 Sep 2013 19:00:50 +0000 http://multiplayerblog.mtv.com/?p=113281 game_over

We're headed to the big arcade in the sky. Thanks everyone!

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http://multiplayerblog.mtv.com/2013/09/27/thanks-for-playing/feed/ 0 game_over We're headed to the big arcade in the sky. Thanks everyone!]]> 9/27/13 3:00pm EST
Roadtrip Roguelike: 'Death Road to Canada' Gets Kickstarted, Features Dogs and Horse-men http://multiplayerblog.mtv.com/2013/09/27/death-road-to-canada/ http://multiplayerblog.mtv.com/2013/09/27/death-road-to-canada/#comments Fri, 27 Sep 2013 15:30:55 +0000 http://multiplayerblog.mtv.com/?p=113276 Death Road to Canada

By the time this post goes live, Rocketcat Games will have far outpaced the $25,000 Kickstarter goal they set for their new game, "Death Road to Canada." Here's why you should care: if you play your cards right, you can teach a pack of dogs to drive a station wagon.

Which is awesome, obviously.

Ok, the other, more important reason you should care is because Rocketcat Games has a sterling reputation for smart iOS games, and "Death Road to Canada" is their first PC, Mac, and Linux release.

Here's the premise:

Death Road to Canada combines post-apocalyptic decision making events with action-adventure segments where you explore randomized cities. Scavenge for supplies, find survivors, and deal with massive hordes of classic-style zombies. Recruit up to five survivors with their own random names, appearances, personalities, and quirks that can both help and hinder your journey to safety. This unique blend is wrapped in a colorful game world that doesn't take itself dark-and-gritty seriously.

More specifically, there's kind of a road-trip aspect as well: your band of ragtag survivors is driving from Florida to, well, Canada, with different cities -- full of zombies, ammunition, people, dogs, food, gasoline -- randomly spawning along the way.

Pixel art games about zombies are pretty much a dime a dozen, but Rocketcat have a knack for taking played out ideas and breathing new life into them. "Mage Gauntlet" is a loving rendition of the 16-bit action-RPG, and "PunchQuest" is easily the best endless runner to hit the App Store since "Canabalt" and "Jetpack Joyride." Procedural generation and emergent dog-driving might be just what zombie games need.

And thus, the Year of the Roguelike continues: "Death Road to Canada" should be available later this year on PC, Mac, Linux (via Steam, if the game's Greenlight campaign is successful). The game will also be available on Rocketcat's native iOS and Android app stores.

[Kickstarter]

Related Posts

Macabre Steamship Roguelike 'Sunless Sea' Hits Kickstarter Funding, Recruiting Sailors for 2014 Release
Mac and Linux Versions of 'Rogue Legacy' Coming Soon, Says Dev

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Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more!

Joseph Leray is a freelance writer from Nashville. Follow him on Twitter

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http://multiplayerblog.mtv.com/2013/09/27/death-road-to-canada/feed/ 0 Death Road to Canada By the time this post goes live, Rocketcat Games will have far outpaced the $25,000 Kickstarter goal they set for their new game, "Death Road to Canada." Here's why you should care: if you play your cards right, you can teach a pack of dogs to drive a station wagon. Which is awesome, obviously. Ok, the other, more important reason you should care is because Rocketcat Games has a sterling reputation for smart iOS games, and "Death Road to Canada" is their first PC, Mac, and Linux release. Here's the premise:
Death Road to Canada combines post-apocalyptic decision making events with action-adventure segments where you explore randomized cities. Scavenge for supplies, find survivors, and deal with massive hordes of classic-style zombies. Recruit up to five survivors with their own random names, appearances, personalities, and quirks that can both help and hinder your journey to safety. This unique blend is wrapped in a colorful game world that doesn't take itself dark-and-gritty seriously.
More specifically, there's kind of a road-trip aspect as well: your band of ragtag survivors is driving from Florida to, well, Canada, with different cities -- full of zombies, ammunition, people, dogs, food, gasoline -- randomly spawning along the way. Pixel art games about zombies are pretty much a dime a dozen, but Rocketcat have a knack for taking played out ideas and breathing new life into them. "Mage Gauntlet" is a loving rendition of the 16-bit action-RPG, and "PunchQuest" is easily the best endless runner to hit the App Store since "Canabalt" and "Jetpack Joyride." Procedural generation and emergent dog-driving might be just what zombie games need. And thus, the Year of the Roguelike continues: "Death Road to Canada" should be available later this year on PC, Mac, Linux (via Steam, if the game's Greenlight campaign is successful). The game will also be available on Rocketcat's native iOS and Android app stores. [Kickstarter] Related Posts Macabre Steamship Roguelike 'Sunless Sea' Hits Kickstarter Funding, Recruiting Sailors for 2014 Release Mac and Linux Versions of 'Rogue Legacy' Coming Soon, Says Dev -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! Joseph Leray is a freelance writer from Nashville. Follow him on Twitter]]>
9/27/13 11:30am EST
DICE Details All 'Battlefield 4' Multiplayer Modes http://multiplayerblog.mtv.com/2013/09/26/dice-details-all-battlefield-4-multiplayer-modes/ http://multiplayerblog.mtv.com/2013/09/26/dice-details-all-battlefield-4-multiplayer-modes/#comments Fri, 27 Sep 2013 00:00:57 +0000 http://multiplayerblog.mtv.com/?p=113268 Obliteration_720_text-640x360

When "Battlefield 4" launches consoles and the PC next month, the DICE-developed shooter will include seven multiplayer modes which have been slowly (almost tortuously) teased out over the last two months. The usual capture and hold and deathmatch-style modes are returning as well as updated objective modes for the the FPS.

Again, most of the modes are pretty close to what's been available in games past. Conquest, Domination, and Team Deathmatch are the save as they ever were, while "Obliteration," the 24-player mode where you and your team vie for control of a bomb before destroying one of the enemy objectives, threatens to add even more mayhem to the already chaotic shooter.

Here are the short descriptions of the new modes from EA/DICE:

  • Conquest (Playable in the Battlefield 4 Beta) – All-out vehicle warfare mixed with intense infantry action across land, air and sea
  • Domination (Playable in the Battlefield 4 Beta) – Fast-paced infantry variant of Conquest
  • Obliteration – Mad dash in vehicles and on foot to deliver explosives
  • Defuse – Competitive close quarters combat
  • Team Deathmatch – The classic shooter mode – Battlefield 4 style
  • Rush – Fight deep into enemy territory by detonating their M-COM stations
  • Squad Deathmatch – Four squads fight on the ground with limited vehicle support in a race to the top of the leaderboard

You can find the complete details of each mode on the "Battlefield 4" blog.

"Battlefield 4" will be available for current gen consoles and the PC on October 29th, with the PS4 version to follow on November 12th, and the Xbox One port hitting November 19th.

Related posts:

CCP Announces next 'EVE Online' Expansion: 'Rubicon' Comes to New Eden in November
New Concept Art and Story Details for Canceled 'Star Wars 1313' Feature Boba Fett

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb.

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http://multiplayerblog.mtv.com/2013/09/26/dice-details-all-battlefield-4-multiplayer-modes/feed/ 0 Obliteration_720_text-640x360 When "Battlefield 4" launches consoles and the PC next month, the DICE-developed shooter will include seven multiplayer modes which have been slowly (almost tortuously) teased out over the last two months. The usual capture and hold and deathmatch-style modes are returning as well as updated objective modes for the the FPS. Again, most of the modes are pretty close to what's been available in games past. Conquest, Domination, and Team Deathmatch are the save as they ever were, while "Obliteration," the 24-player mode where you and your team vie for control of a bomb before destroying one of the enemy objectives, threatens to add even more mayhem to the already chaotic shooter. Here are the short descriptions of the new modes from EA/DICE:
  • Conquest (Playable in the Battlefield 4 Beta) – All-out vehicle warfare mixed with intense infantry action across land, air and sea
  • Domination (Playable in the Battlefield 4 Beta) – Fast-paced infantry variant of Conquest
  • Obliteration – Mad dash in vehicles and on foot to deliver explosives
  • Defuse – Competitive close quarters combat
  • Team Deathmatch – The classic shooter mode – Battlefield 4 style
  • Rush – Fight deep into enemy territory by detonating their M-COM stations
  • Squad Deathmatch – Four squads fight on the ground with limited vehicle support in a race to the top of the leaderboard
You can find the complete details of each mode on the "Battlefield 4" blog. "Battlefield 4" will be available for current gen consoles and the PC on October 29th, with the PS4 version to follow on November 12th, and the Xbox One port hitting November 19th. Related posts: CCP Announces next 'EVE Online' Expansion: 'Rubicon' Comes to New Eden in November New Concept Art and Story Details for Canceled 'Star Wars 1313' Feature Boba Fett -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb. ]]>
9/26/13 8:00pm EST
CCP Announces next 'EVE Online' Expansion: 'Rubicon' Comes to New Eden in November http://multiplayerblog.mtv.com/2013/09/26/eve-online-rubicon-announced/ http://multiplayerblog.mtv.com/2013/09/26/eve-online-rubicon-announced/#comments Thu, 26 Sep 2013 23:15:52 +0000 http://multiplayerblog.mtv.com/?p=113238 EVE Online: Rubicon

Since its inception in 2003, CCP Games has released an expansion "EVE Online," their massively multiplayer game of asteroid mining and space-betrayal, every six months without fail. Two expansions per year, at ten years of continuous growth, carry the one … "EVE Online: Rubicon" is the twentieth expansion to the long running game, and it'll cross into New Eden in November.

On the narrative side, "Rubicon" marks the first push of "EVE"s "capsuleers" -- immortal pilots -- in defiance against the megalithic racial governments that once controlled them.

“With 'Rubicon' we are beginning an ambitious journey for the next several expansions of 'EVE' that will end up with players taking control of the most potent technologies in the universe and controlling space on an unprecedented scale," explains Andie Nordgren, senior producer. It's a cool moment in "EVE"'s lore, but it has some neat gameplay implications, too.

For example, players will eventually be able to seize control of High Security customs offices (and collect taxes from within its expansive economy), and the Sisters of EVE NPC faction will begin offering stealthier ships to allow rogue capsuleers to travel more discreetly through hostile areas. Lastly, a new type of mobile hangar will allow players to create temporary interstellar staging posts outside of Empire jurisdiction.

"Rubicon" also includes the standard ship and combat re-balancing, with new tactics for small groups "of mercenaries, saboteurs, and troublemakers" tackling bigger, heavier enemies, welcome news for anyone tired of getting blobbed in Nul-Sec.

The previous expansion, "Odyssey," made changes to navigation and exploration, and "Rubicon" is the next step in CCP's stated goal of making large-scale space colonization easier.

"Imagine what could happen if capsuleers truly mastered the science of space travel itself, and were no longer bound to the known universe," reads the game's official site. There aren't too many more concrete details available, but "there's more to be revealed in the coming weeks."

As always, "Rubicon" will be free to "EVE Online" players when it goes live on November 19.

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

EVE Online: Rubicon

[EVE Online]

Related Posts

TEST Trounced As Over 4000 Players Participate in Largest Ever 'EVE Online' Battle
Another MMO Show: CCP Announces 'EVE Online' TV Show

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more!

Joseph Leray is a freelance writer from Nashville. Follow him on Twitter

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http://multiplayerblog.mtv.com/2013/09/26/eve-online-rubicon-announced/feed/ 0 EVE Online: Rubicon Since its inception in 2003, CCP Games has released an expansion "EVE Online," their massively multiplayer game of asteroid mining and space-betrayal, every six months without fail. Two expansions per year, at ten years of continuous growth, carry the one … "EVE Online: Rubicon" is the twentieth expansion to the long running game, and it'll cross into New Eden in November. On the narrative side, "Rubicon" marks the first push of "EVE"s "capsuleers" -- immortal pilots -- in defiance against the megalithic racial governments that once controlled them. “With 'Rubicon' we are beginning an ambitious journey for the next several expansions of 'EVE' that will end up with players taking control of the most potent technologies in the universe and controlling space on an unprecedented scale," explains Andie Nordgren, senior producer. It's a cool moment in "EVE"'s lore, but it has some neat gameplay implications, too. For example, players will eventually be able to seize control of High Security customs offices (and collect taxes from within its expansive economy), and the Sisters of EVE NPC faction will begin offering stealthier ships to allow rogue capsuleers to travel more discreetly through hostile areas. Lastly, a new type of mobile hangar will allow players to create temporary interstellar staging posts outside of Empire jurisdiction. "Rubicon" also includes the standard ship and combat re-balancing, with new tactics for small groups "of mercenaries, saboteurs, and troublemakers" tackling bigger, heavier enemies, welcome news for anyone tired of getting blobbed in Nul-Sec. The previous expansion, "Odyssey," made changes to navigation and exploration, and "Rubicon" is the next step in CCP's stated goal of making large-scale space colonization easier. "Imagine what could happen if capsuleers truly mastered the science of space travel itself, and were no longer bound to the known universe," reads the game's official site. There aren't too many more concrete details available, but "there's more to be revealed in the coming weeks." As always, "Rubicon" will be free to "EVE Online" players when it goes live on November 19. EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon EVE Online: Rubicon [EVE Online] Related Posts TEST Trounced As Over 4000 Players Participate in Largest Ever 'EVE Online' Battle Another MMO Show: CCP Announces 'EVE Online' TV Show -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! Joseph Leray is a freelance writer from Nashville. Follow him on Twitter]]> 9/26/13 7:15pm EST
Pikachu Begins: Prequel Anime 'Pokémon Origins' To Debut In November http://multiplayerblog.mtv.com/2013/09/26/pikachu-begins-prequel-anime-pokemon-origins-to-debut-in-november/ http://multiplayerblog.mtv.com/2013/09/26/pikachu-begins-prequel-anime-pokemon-origins-to-debut-in-november/#comments Thu, 26 Sep 2013 22:45:48 +0000 http://multiplayerblog.mtv.com/?p=113241 Pokémon Origins Logo_1200px_150ppi

Between music videos and new animated series announcements, Nintendo is really gearing up for the October 12th release of "Pokémon X/Y." Add to the pile of tie-in events the animated "Pokémon Origins," a four-part series based on the story of 1998's "Pokémon Red Version" and "Pokémon Blue Version."

According to a press release this morning, the feature will follow "the first steps of our hero Red as he sets off from Professor Oak’s laboratory. As he explores the Kanto region, he’ll encounter Team Rocket, battle his rival, and challenge the Pokémon League." You can check out the first trailer after the jump.

The first of the four parts of "Pokémon Origins" will debut November 15th on the Pokemon channel.

When you're done watching the trailer, check out a collection of screens below.

Pokémon Origins screenshot 1

Pokémon Origins screenshot 2

Pokémon Origins screenshot 3

Pokémon Origins screenshot 4

Pokémon Origins screenshot 5

Pokémon Origins screenshot 6

Pokémon Origins screenshot 7

Pokémon Origins screenshot 8

Related posts:

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Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb.

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http://multiplayerblog.mtv.com/2013/09/26/pikachu-begins-prequel-anime-pokemon-origins-to-debut-in-november/feed/ 0 Pokémon Origins Logo_1200px_150ppi Between music videos and new animated series announcements, Nintendo is really gearing up for the October 12th release of "Pokémon X/Y." Add to the pile of tie-in events the animated "Pokémon Origins," a four-part series based on the story of 1998's "Pokémon Red Version" and "Pokémon Blue Version." According to a press release this morning, the feature will follow "the first steps of our hero Red as he sets off from Professor Oak’s laboratory. As he explores the Kanto region, he’ll encounter Team Rocket, battle his rival, and challenge the Pokémon League." You can check out the first trailer after the jump. The first of the four parts of "Pokémon Origins" will debut November 15th on the Pokemon channel. When you're done watching the trailer, check out a collection of screens below. Pokémon Origins screenshot 1 Pokémon Origins screenshot 2 Pokémon Origins screenshot 3 Pokémon Origins screenshot 4 Pokémon Origins screenshot 5 Pokémon Origins screenshot 6 Pokémon Origins screenshot 7 Pokémon Origins screenshot 8 Related posts: -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb. ]]> 9/26/13 6:45pm EST
Macabre Steamship Roguelike 'Sunless Sea' Hits Kickstarter Funding, Recruiting Sailors for 2014 Release http://multiplayerblog.mtv.com/2013/09/26/sunless-sea-kickstarter/ http://multiplayerblog.mtv.com/2013/09/26/sunless-sea-kickstarter/#comments Thu, 26 Sep 2013 21:00:05 +0000 http://multiplayerblog.mtv.com/?p=113234 Sunless Sea

While Nintendo tries to convince people that 2013 is the Year of Luigi, the Year of the Roguelike hurtles on, full steam ahead. "Sunless Sea," a weird fiction naval exploration game by Failbetter Games, has careened through its £60,000 Kickstarter funding goal and should, elder turtle gods willing, should come out next year on PC and Mac

One thing I like about roguelike as a genre is how flexible it is. It probably most often refers to dungeon-crawling RPGs, but it can be molded and transmuted onto action platformers ("Rogue Legacy"), first-person shooters ("Eldritch"), space travel ("FTL"), and, presently, sea faring.

If Failbetter Games sounds familiar, it may be because we previously covered their previous project, a free-to-play narrative game called "The Black Crown Project." Thankfully, "Sunless Sea" seems a little more up front, getting its funding from Kickstarter instead of piecemeal through micro transactions.

Still, "Black Crown" is illustrative, as it shows that Failbetter has an unquestionable knack for macabre, grotesque, eldrtich story telling.  "Sunless Sea" takes place in a sprawling ocean beneath Earth's crust, where ancient creatures and ruthless pirates rule the endless night, where food, fuel, light, and sanity come at a premium.

The rest of the game, as far as I can tell, is like a naval-battle role-playing game: find a crew, buy some gear, min-max some stats, and square off in pauseable real time against whatever is lurking in the deep.

In true roguelike fashion, though, the Sunless Sea is procedurally generated during each playthrough. Some outposts, like Fallen London, are fixed -- and the Kickstarter page mentions "staging posts" -- but it sounds like it'll take multiple attempts (and deaths) to map out the game's smugglers' coves, turtle-shell islands, and malignant coral reefs:

Your character will die (or disappear, or lose her mind, or be hollowed out and filled with candle-wax and haunt a cliff-top chapel)... but their legacy may survive. Your next character may be a daughter, a student, or just someone who found an old ship's log in a curiosity shop.

I'm just completely enamored by that, and "Sunless Sea" is all quite exciting. Failbetter have met their funding goal, but there are six days left to contribute if captaining a doomed steamboat cathces your attention. If all goes well, we'll be selling fermented ambergris for food and paraffin by May 2014, on PC and Mac.

[Kickstarter]

Related Posts

Random House Dips into Game Publishing with Free-to-Play 'The Black Crown Project'
First Self-Published Games Will Probably Hit Xbox Live Marketplace in 2014

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more!

Joseph Leray is a freelance writer from Nashville. Follow him on Twitter

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http://multiplayerblog.mtv.com/2013/09/26/sunless-sea-kickstarter/feed/ 0 Sunless Sea While Nintendo tries to convince people that 2013 is the Year of Luigi, the Year of the Roguelike hurtles on, full steam ahead. "Sunless Sea," a weird fiction naval exploration game by Failbetter Games, has careened through its £60,000 Kickstarter funding goal and should, elder turtle gods willing, should come out next year on PC and Mac One thing I like about roguelike as a genre is how flexible it is. It probably most often refers to dungeon-crawling RPGs, but it can be molded and transmuted onto action platformers ("Rogue Legacy"), first-person shooters ("Eldritch"), space travel ("FTL"), and, presently, sea faring. If Failbetter Games sounds familiar, it may be because we previously covered their previous project, a free-to-play narrative game called "The Black Crown Project." Thankfully, "Sunless Sea" seems a little more up front, getting its funding from Kickstarter instead of piecemeal through micro transactions. Still, "Black Crown" is illustrative, as it shows that Failbetter has an unquestionable knack for macabre, grotesque, eldrtich story telling.  "Sunless Sea" takes place in a sprawling ocean beneath Earth's crust, where ancient creatures and ruthless pirates rule the endless night, where food, fuel, light, and sanity come at a premium. The rest of the game, as far as I can tell, is like a naval-battle role-playing game: find a crew, buy some gear, min-max some stats, and square off in pauseable real time against whatever is lurking in the deep. In true roguelike fashion, though, the Sunless Sea is procedurally generated during each playthrough. Some outposts, like Fallen London, are fixed -- and the Kickstarter page mentions "staging posts" -- but it sounds like it'll take multiple attempts (and deaths) to map out the game's smugglers' coves, turtle-shell islands, and malignant coral reefs:
Your character will die (or disappear, or lose her mind, or be hollowed out and filled with candle-wax and haunt a cliff-top chapel)... but their legacy may survive. Your next character may be a daughter, a student, or just someone who found an old ship's log in a curiosity shop.
I'm just completely enamored by that, and "Sunless Sea" is all quite exciting. Failbetter have met their funding goal, but there are six days left to contribute if captaining a doomed steamboat cathces your attention. If all goes well, we'll be selling fermented ambergris for food and paraffin by May 2014, on PC and Mac. [Kickstarter] Related Posts Random House Dips into Game Publishing with Free-to-Play 'The Black Crown Project' First Self-Published Games Will Probably Hit Xbox Live Marketplace in 2014 -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! Joseph Leray is a freelance writer from Nashville. Follow him on Twitter]]>
9/26/13 5:00pm EST
Please Let This 'Mega Man' Board Game End Up Being A Thing http://multiplayerblog.mtv.com/2013/09/26/please-let-this-mega-man-board-game-end-up-being-a-thing/ http://multiplayerblog.mtv.com/2013/09/26/please-let-this-mega-man-board-game-end-up-being-a-thing/#comments Thu, 26 Sep 2013 20:35:06 +0000 http://multiplayerblog.mtv.com/?p=113227 mega-man-board-game-prototype

It's not enough that the creator of Mega Man is out there developing a new side-scroller homage to arguably the greatest of side-scrolling franchises out there, now we've got a board game to look forward to. A fully-licensed, competitive 2-5 player board game based on the "Mega Man" franchise is on the way from Jasco, offering yet one more celebration of the Blue Bomber's 25th anniversary.

Speaking with Rockman Online, Jasco explained that in the game, each player takes on the role of Mega Man with the goal of defeating evil robot creator Dr. Wily. And that's going to involve a strategy familiar to anyone who's a fan of the long-running series:

In order to beat Wily you have to beat the Robot Masters, and to do that you have to get through the levels. To move through levels you face challenges, the more difficult a challenge the more movement you get from beating it. If you fail a challenge you take damage, run out of life and you die and have to start the level you're on over again. You do gain new powers from defeating RMs [Robot Masters].

Capcom is currently reviewing Jasco's materials for the game before it heads to a Kickstarter which will run through October (pending Capcom's approval). Stretch goals will include a "fancier" board as well as other playable characters besides Mega Man.

[Source: Rockman Corner via Kotaku]

Related posts:

Wow, The 3DS Has Outsold The Wii In Japan Already
The Inevitable 'Angry Birds' Kart Racer Is Coming

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb.

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http://multiplayerblog.mtv.com/2013/09/26/please-let-this-mega-man-board-game-end-up-being-a-thing/feed/ 0 mega-man-board-game-prototype It's not enough that the creator of Mega Man is out there developing a new side-scroller homage to arguably the greatest of side-scrolling franchises out there, now we've got a board game to look forward to. A fully-licensed, competitive 2-5 player board game based on the "Mega Man" franchise is on the way from Jasco, offering yet one more celebration of the Blue Bomber's 25th anniversary. Speaking with Rockman Online, Jasco explained that in the game, each player takes on the role of Mega Man with the goal of defeating evil robot creator Dr. Wily. And that's going to involve a strategy familiar to anyone who's a fan of the long-running series:
In order to beat Wily you have to beat the Robot Masters, and to do that you have to get through the levels. To move through levels you face challenges, the more difficult a challenge the more movement you get from beating it. If you fail a challenge you take damage, run out of life and you die and have to start the level you're on over again. You do gain new powers from defeating RMs [Robot Masters].
Capcom is currently reviewing Jasco's materials for the game before it heads to a Kickstarter which will run through October (pending Capcom's approval). Stretch goals will include a "fancier" board as well as other playable characters besides Mega Man. [Source: Rockman Corner via Kotaku] Related posts: Wow, The 3DS Has Outsold The Wii In Japan Already The Inevitable 'Angry Birds' Kart Racer Is Coming -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb.]]>
9/26/13 4:35pm EST
Interview: Director Kevin Tancharoen Gives Us Something New With 'Mortal Kombat: Legacy' Season 2 http://multiplayerblog.mtv.com/2013/09/26/interview-director-kevin-tancharoen-gives-us-something-new-with-mortal-kombat-legacy-season-2/ http://multiplayerblog.mtv.com/2013/09/26/interview-director-kevin-tancharoen-gives-us-something-new-with-mortal-kombat-legacy-season-2/#comments Thu, 26 Sep 2013 20:30:14 +0000 http://multiplayerblog.mtv.com/?p=113215 Samantha_Jo_as_Kitana_1

Actress Samantha Jo in a contemplative moment as Kitana in "Mortal Kombat: Legacy"

The launch of "Mortal Kombat: Legacy" Season two kicks off our coverage of new fights (and fighters) for the Machinima web series. Check out the first episode below. Later today, we'll bring you interviews with some of the stars and creators who've brought the battle for Earthrealm to your PC.

Interview: Mark Dacascos (Kung Lao)
Interview: Casper Van Dien (Johnny Cage)

"We didn't want to give people a carbon copy of what we did last time," director Kevin Tancharoen tells me about his team's goals in putting together a second season of the gritty web series, "Mortal Kombat: Legacy." The first season, assembled on what would be considered an ambitious fan film budget with the participation of actors like Jheri Ryan ("Star Trek: Voyager") and Michael Jai White ("Black Dynamite," "Spawn"), set out to assemble a handful of the combatants who would ultimately make their way to the tournament which will determine the fate of Earth. The response was so positive, Warner Brothers, who holds the rights to the "Mortal Kombat" franchise, greenlit a new movie with Tancharoen serving as director--as well as a second season of "Mortal Kombat: Legacy," which kicks off today on Machinima.

I spoke with Kevin Tancharoen recently about developing the new season as well as the status of the film (it's still pretty early).

The second season takes place over the course of the latest tournament, Tancharoen explains, with the narrative split between the present and flashbacks to pivotal moments in the lives of the fighters (Tancharoen alludes to the structure of "LOST," allowing the series to explore both old and new characters).

"You know the challenges are always balancing the creative vision with the budget," Tancharoen says of the second season of "Mortal Kombat: Legacy." Action fans might primarily pay attention to the broken limbs and carefully-choreographed kicks, but without too much effort, you'll notice a lot of single location segments without a reliance on the kind of flashy pyrotechnics you might expect to see in the games. Tancharoen was working with a storyline that crossed generations with a sizable cast of characters made up of seasoned action film performers. Stuntmen like Kim Do Nguyen (Ermac) or martial arts champions like Mark Dacascos (Kung Lao) round out the case of heroes and villains fighting for the prize (and helping make the small screen action look visceral.

That doesn't mean "Legacy" looks cheap--Raiden still gets to call down the lightning while Kung Lao is able to pull his old hat trick. "I think the visual effects were a challenge for me," Tancharoen says, "and trying to include as many supernatural abilities as possible without breaking the bank." It's a natural trajectory for a filmmaker who once dreamed of being a Stan Winston-style creature designer before getting in the director's chair.

Costumes, in particular, were something the "Mortal Kombat: Legacy" team was very concerned about getting right. Like your favorite superhero, the challengers in the tournament are all known for their distinctive get-ups which would require some modification for the screen (and further changes still the match the gritty vision which is lighter on fantasy than either the game or previous movie incarnations). "When you don't have $300,000 for a Spider-Man-style costume, it becomes difficult," he laughs. "For us, that's the budget for multiple things."

If fans are worried about authenticity, Tancharoen says his crew worked with developer Netherrealm and "Mortal Kombat" creative director Ed Boon to approve the vision for the series. That the director of the "Fame" remake or "Glee: The 3D Concert Movie," it should come as some level of comfort that the man behind the camera on the latest iteration of "Mortal Kombat" is concerned about more than the surface aesthetics.

"I kind of stumbled into the music industry, but when I was 19, that's when I wanted to shift back to what I wanted to do." We talked about how some of the big action guys like John Woo harbor not-so-secret ambitions of translating their action chops into musical extravaganzas (Tancharoen points out that Joss Whedon has made no secret of wanting to create another memorable, big screen musical).

Looking at something like Kitana and Mileena's costumes, Tancharoen admits there was a process of adaptation there, given the unlikelihood of a pair of sisters in a fight-to-the-death tournament prancing around in shiny bikinis. "Beyond that, we make very obvious use of the video games."

The budget constraints will be on a different scale for the big screen reboot. Tancharoen says they're playing with the numbers now for the feature. "The 'Mortal Kombat' movie takes place in its own universe" he tells me, allowing a point of entry for new fans. He describes the planned production, which is currently progressing through its next draft of the script, as a mix of old nd new, grounded with supernatural elements added to all of the fighting--in his words, a "violent version of the X-Men." "We're not ignoring the old mythology," we assures me, "we're definitely including it and introducing new elements to the 'Mortal Kombat' brand."

You can watch the full season here.

Related posts:

'Legacy of Kain' Spinoff 'Nosgoth' Will Be Free To Play, Gets A Trailer
Will 'Injustice: Gods Among Us' Go Next Gen?

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb.

]]>
http://multiplayerblog.mtv.com/2013/09/26/interview-director-kevin-tancharoen-gives-us-something-new-with-mortal-kombat-legacy-season-2/feed/ 0 Samantha_Jo_as_Kitana_1

Actress Samantha Jo in a contemplative moment as Kitana in "Mortal Kombat: Legacy"

The launch of "Mortal Kombat: Legacy" Season two kicks off our coverage of new fights (and fighters) for the Machinima web series. Check out the first episode below. Later today, we'll bring you interviews with some of the stars and creators who've brought the battle for Earthrealm to your PC. Interview: Mark Dacascos (Kung Lao) Interview: Casper Van Dien (Johnny Cage) "We didn't want to give people a carbon copy of what we did last time," director Kevin Tancharoen tells me about his team's goals in putting together a second season of the gritty web series, "Mortal Kombat: Legacy." The first season, assembled on what would be considered an ambitious fan film budget with the participation of actors like Jheri Ryan ("Star Trek: Voyager") and Michael Jai White ("Black Dynamite," "Spawn"), set out to assemble a handful of the combatants who would ultimately make their way to the tournament which will determine the fate of Earth. The response was so positive, Warner Brothers, who holds the rights to the "Mortal Kombat" franchise, greenlit a new movie with Tancharoen serving as director--as well as a second season of "Mortal Kombat: Legacy," which kicks off today on Machinima. I spoke with Kevin Tancharoen recently about developing the new season as well as the status of the film (it's still pretty early). The second season takes place over the course of the latest tournament, Tancharoen explains, with the narrative split between the present and flashbacks to pivotal moments in the lives of the fighters (Tancharoen alludes to the structure of "LOST," allowing the series to explore both old and new characters). "You know the challenges are always balancing the creative vision with the budget," Tancharoen says of the second season of "Mortal Kombat: Legacy." Action fans might primarily pay attention to the broken limbs and carefully-choreographed kicks, but without too much effort, you'll notice a lot of single location segments without a reliance on the kind of flashy pyrotechnics you might expect to see in the games. Tancharoen was working with a storyline that crossed generations with a sizable cast of characters made up of seasoned action film performers. Stuntmen like Kim Do Nguyen (Ermac) or martial arts champions like Mark Dacascos (Kung Lao) round out the case of heroes and villains fighting for the prize (and helping make the small screen action look visceral. That doesn't mean "Legacy" looks cheap--Raiden still gets to call down the lightning while Kung Lao is able to pull his old hat trick. "I think the visual effects were a challenge for me," Tancharoen says, "and trying to include as many supernatural abilities as possible without breaking the bank." It's a natural trajectory for a filmmaker who once dreamed of being a Stan Winston-style creature designer before getting in the director's chair. Costumes, in particular, were something the "Mortal Kombat: Legacy" team was very concerned about getting right. Like your favorite superhero, the challengers in the tournament are all known for their distinctive get-ups which would require some modification for the screen (and further changes still the match the gritty vision which is lighter on fantasy than either the game or previous movie incarnations). "When you don't have $300,000 for a Spider-Man-style costume, it becomes difficult," he laughs. "For us, that's the budget for multiple things." If fans are worried about authenticity, Tancharoen says his crew worked with developer Netherrealm and "Mortal Kombat" creative director Ed Boon to approve the vision for the series. That the director of the "Fame" remake or "Glee: The 3D Concert Movie," it should come as some level of comfort that the man behind the camera on the latest iteration of "Mortal Kombat" is concerned about more than the surface aesthetics. "I kind of stumbled into the music industry, but when I was 19, that's when I wanted to shift back to what I wanted to do." We talked about how some of the big action guys like John Woo harbor not-so-secret ambitions of translating their action chops into musical extravaganzas (Tancharoen points out that Joss Whedon has made no secret of wanting to create another memorable, big screen musical). Looking at something like Kitana and Mileena's costumes, Tancharoen admits there was a process of adaptation there, given the unlikelihood of a pair of sisters in a fight-to-the-death tournament prancing around in shiny bikinis. "Beyond that, we make very obvious use of the video games." The budget constraints will be on a different scale for the big screen reboot. Tancharoen says they're playing with the numbers now for the feature. "The 'Mortal Kombat' movie takes place in its own universe" he tells me, allowing a point of entry for new fans. He describes the planned production, which is currently progressing through its next draft of the script, as a mix of old nd new, grounded with supernatural elements added to all of the fighting--in his words, a "violent version of the X-Men." "We're not ignoring the old mythology," we assures me, "we're definitely including it and introducing new elements to the 'Mortal Kombat' brand." You can watch the full season here. Related posts: 'Legacy of Kain' Spinoff 'Nosgoth' Will Be Free To Play, Gets A Trailer Will 'Injustice: Gods Among Us' Go Next Gen? -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! And don’t forget to follow our video gaming and TV writer @TheCharlesWebb. ]]>
9/26/13 4:30pm EST
New Concept Art and Story Details for Canceled 'Star Wars 1313' Feature Boba Fett http://multiplayerblog.mtv.com/2013/09/26/star-wars-1313-details/ http://multiplayerblog.mtv.com/2013/09/26/star-wars-1313-details/#comments Thu, 26 Sep 2013 20:00:43 +0000 http://multiplayerblog.mtv.com/?p=113189 Star Wars 1313

Before it was cancelled, IGN reveals, "Star Wars 1313" would have featured Boba Fett as its helmeted protagonist in a gritty, grimy story that spelunked deep into the slums of Coruscant.

The heady days of E3 2012 -- before Disney bought Lucasfilm, closed LucasArts, and canceled "Star Wars 1313" -- seem so long ago, don't they? But a lot can happen in a little over a year, and now we're stuck talking about "1313" like its Obi Wan's ghostly floating head.

An unnamed source at what once was LucasArts has supplied IGN with a new concept art and a fifteen-minute demo, revealing new story details of the would-be third-person shooter and confirming previous rumors that the game was all about Boba Fett.

Here's the gist: Boba Fett, still in the early stages of his career, is working for Jabba the Hutt. He starts on Tatooine, sporting rag-tag armor, before eventually making it Coruscant. As the story goes, Fett eventually gets stronger and upgrades his armor, gradually adding pieces of the now-iconic Mandalorian set.

On Coruscant, he tracks his bounty through level 1313, a corrupt neighborhood controlled by crime bosses (one early trailer shows Fett's descent on a crashed ship). With an droid partner at his side, Fett eventually descends even further into Coruscant's underbelly: level 1314 is a poverty-stricken slum, too deep for natural light to filter through.

For a more detailed explanation of the game (with accompanying concept art), be sure to read IGN's account of the secret, 15-minute demo nobody ever got to play.

After buying up the Star Wars license and scuttling LucasArts, Disney signed an exclusivity deal with EA, allowing the mega-publisher to develop console and PC games for the license. EA-owned DICE is already working on a new "Battlefront," scheduled for 2015, but Visceral Games' project hasn't been officially announced yet.

I wouldn't hold my breath for "1313," though: even at LucasArts, the game was struggling. "'1313' was always in danger of not being made," an anonymous source said earlier this year. IGN's look might be the closest thing we ever get.

[IGN]

Related Posts

DICE And Visceral Will Be Making New 'Star Wars' Games Under EA/Disney Deal
Rumor: So Boba Fett Was The Hero Of 'Star Wars 1313'

--

Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more!

Joseph Leray is a freelance writer from Nashville. Follow him on Twitter

]]>
http://multiplayerblog.mtv.com/2013/09/26/star-wars-1313-details/feed/ 0 Star Wars 1313 Before it was cancelled, IGN reveals, "Star Wars 1313" would have featured Boba Fett as its helmeted protagonist in a gritty, grimy story that spelunked deep into the slums of Coruscant. The heady days of E3 2012 -- before Disney bought Lucasfilm, closed LucasArts, and canceled "Star Wars 1313" -- seem so long ago, don't they? But a lot can happen in a little over a year, and now we're stuck talking about "1313" like its Obi Wan's ghostly floating head. An unnamed source at what once was LucasArts has supplied IGN with a new concept art and a fifteen-minute demo, revealing new story details of the would-be third-person shooter and confirming previous rumors that the game was all about Boba Fett. Here's the gist: Boba Fett, still in the early stages of his career, is working for Jabba the Hutt. He starts on Tatooine, sporting rag-tag armor, before eventually making it Coruscant. As the story goes, Fett eventually gets stronger and upgrades his armor, gradually adding pieces of the now-iconic Mandalorian set. On Coruscant, he tracks his bounty through level 1313, a corrupt neighborhood controlled by crime bosses (one early trailer shows Fett's descent on a crashed ship). With an droid partner at his side, Fett eventually descends even further into Coruscant's underbelly: level 1314 is a poverty-stricken slum, too deep for natural light to filter through. For a more detailed explanation of the game (with accompanying concept art), be sure to read IGN's account of the secret, 15-minute demo nobody ever got to play. After buying up the Star Wars license and scuttling LucasArts, Disney signed an exclusivity deal with EA, allowing the mega-publisher to develop console and PC games for the license. EA-owned DICE is already working on a new "Battlefront," scheduled for 2015, but Visceral Games' project hasn't been officially announced yet. I wouldn't hold my breath for "1313," though: even at LucasArts, the game was struggling. "'1313' was always in danger of not being made," an anonymous source said earlier this year. IGN's look might be the closest thing we ever get. [IGN] Related Posts DICE And Visceral Will Be Making New 'Star Wars' Games Under EA/Disney Deal Rumor: So Boba Fett Was The Hero Of 'Star Wars 1313' -- Follow @MTVMultiplayer on Twitter and be sure to "like" us on Facebook for the best geek news about comics, toys, gaming and more! Joseph Leray is a freelance writer from Nashville. Follow him on Twitter]]> 9/26/13 4:00pm EST
EA Executive Believes Apple Has Nintendo's Number http://multiplayerblog.mtv.com/2013/09/26/ea-executive-believes-apple-has-nintendos-number/ http://multiplayerblog.mtv.com/2013/09/26/ea-executive-believes-apple-has-nintendos-number/#comments Thu, 26 Sep 2013 19:28:37 +0000 http://multiplayerblog.mtv.com/?p=113202 miyamoto

People are constantly making comparisons between Nintendo and Apple. Which is understandable; both are figureheads and innovators in their respective fields: video games and personal computing. Though Nintendo is often a favorite target of Apple diehards, who often state that the house that Mario built should just throw in the towel when it comes to hardware are just make games for iOS.

Yet anyone familiar with video game history knows that such a move would not end well. Just take a look at what happened to Sega. Plus there is plenty of evidence to show that Nintendo is doing well for itself (like the report earlier today that says the 3DS, in many ways a competitor to the iPhone and iPad, is killing it in Japan).

But don't tell that to EA's chief creative officer Richard Hilleman, who at D.I.C.E. Europe, basically said that Nintendo, in particular Shigeru Miyamoto, need to wake up and smell the coffee.

According to GamesIndustry, Hilleman acknowledges that those who sought game design wisdom used to refer to Miyamoto's handiwork. But these days it's a different story:

"… He's falling down on the job. And for the past five years that job has been taken over by a dead guy from Cupertino."

Ouch. Though he also believes that traditional gaming solutions are simply not cutting it anymore:

"Customers today... are generally looking for a single fabric of play. They want their game where they want it, when they want it, and at a price they can defend to other people."

Hilleman believe the traditional video game market, which again produces mostly console and PC fare, are struggling due to the following reasons:

"We've asked for too much time, too much skill, and too much money, sometimes all at once."

There is certainly a certain degree of insight in such words. At the very least, it shows EA's approach towards making games these days. Many will no doubt be bothered by the assertions that gamers are only looking for a "single fabric of play."

One also has to consider the fact that EA is hardly a fan of Nintendo, hence the almost total lack of support for the Wii U. Though comparing Shigeru Miyamoto to Steve Jobs seems, among other things, a tad bit unfair.

]]>
http://multiplayerblog.mtv.com/2013/09/26/ea-executive-believes-apple-has-nintendos-number/feed/ 0 miyamoto People are constantly making comparisons between Nintendo and Apple. Which is understandable; both are figureheads and innovators in their respective fields: video games and personal computing. Though Nintendo is often a favorite target of Apple diehards, who often state that the house that Mario built should just throw in the towel when it comes to hardware are just make games for iOS. Yet anyone familiar with video game history knows that such a move would not end well. Just take a look at what happened to Sega. Plus there is plenty of evidence to show that Nintendo is doing well for itself (like the report earlier today that says the 3DS, in many ways a competitor to the iPhone and iPad, is killing it in Japan). But don't tell that to EA's chief creative officer Richard Hilleman, who at D.I.C.E. Europe, basically said that Nintendo, in particular Shigeru Miyamoto, need to wake up and smell the coffee. According to GamesIndustry, Hilleman acknowledges that those who sought game design wisdom used to refer to Miyamoto's handiwork. But these days it's a different story:
"… He's falling down on the job. And for the past five years that job has been taken over by a dead guy from Cupertino."
Ouch. Though he also believes that traditional gaming solutions are simply not cutting it anymore:
"Customers today... are generally looking for a single fabric of play. They want their game where they want it, when they want it, and at a price they can defend to other people."
Hilleman believe the traditional video game market, which again produces mostly console and PC fare, are struggling due to the following reasons:
"We've asked for too much time, too much skill, and too much money, sometimes all at once."
There is certainly a certain degree of insight in such words. At the very least, it shows EA's approach towards making games these days. Many will no doubt be bothered by the assertions that gamers are only looking for a "single fabric of play." One also has to consider the fact that EA is hardly a fan of Nintendo, hence the almost total lack of support for the Wii U. Though comparing Shigeru Miyamoto to Steve Jobs seems, among other things, a tad bit unfair.]]>
9/26/13 3:28pm EST