Master of The Free World Productions | Jumpcut Entertainment Network

Watch Arms’ Zany Crew Spring Into Action

Arms is not your typical boxing league. Fighters sport spring-loaded limbs that allow them to punch opponents from across the ring, special gloves let them set each other on fire, and one of the challengers is a mummy. With its newly-introduced quirky characters and a diverse arsenal of weapons, Nintendo's upcoming 3D fighting game puts a new spin on motion-controlled brawling.

The cast of Arms brims with colorful personality in the new character trailer below. Comprised of a springy everyman, peppy popstar, brooding ninja, undead menace, and mechanical genius, everyone brings their own unique fighting style to the ring. Whether it's Ribbon Girl's aerial acrobatics or Ninjara's smoke bomb teleportation, all the boxers have something that gives them an edge over their competitors. 

(Please visit the site to view this media)

Combined with these individual powers are six specialized gloves boasting different effects. The Toaster weapon lights opponents on fire and deals continuous damage, while Sparky temporarily stuns them with electricity. Players can mix and match powers by wearing different glove types on their left and right hands. This adds a layer of experimentation to the combat as fighters test combinations like the Slapamander and Megaton or Boomerang and Revolver.

(Please visit the site to view this media)

Arms is set to release for the Nintendo Switch this Spring. 

www.GameInformer.com – The Feed

Watch Arms’ Zany Crew Spring Into Action

Arms is not your typical boxing league. Fighters sport spring-loaded limbs that allow them to punch opponents from across the ring, special gloves let them set each other on fire, and one of the challengers is a mummy. With its newly-introduced quirky characters and a diverse arsenal of weapons, Nintendo's upcoming 3D fighting game puts a new spin on motion-controlled brawling.

The cast of Arms brims with colorful personality in the new character trailer below. Comprised of a springy everyman, peppy popstar, brooding ninja, undead menace, and mechanical genius, everyone brings their own unique fighting style to the ring. Whether it's Ribbon Girl's aerial acrobatics or Ninjara's smoke bomb teleportation, all the boxers have something that gives them an edge over their competitors. 

(Please visit the site to view this media)

Combined with these individual powers are six specialized gloves boasting different effects. The Toaster weapon lights opponents on fire and deals continuous damage, while Sparky temporarily stuns them with electricity. Players can mix and match powers by wearing different glove types on their left and right hands. This adds a layer of experimentation to the combat as fighters test combinations like the Slapamander and Megaton or Boomerang and Revolver.

(Please visit the site to view this media)

Arms is set to release for the Nintendo Switch this Spring. 

www.GameInformer.com – The Feed

Meshing reflex-based action with turn-based strategy in Pit People

“Our last 3 games were all in reflex-based, action-oriented genres. We wanted to try something that’s not reflex-based while still keeping it feeling quick. Poof! Fast-paced turn-based was born!” …


Gamasutra News

Robo Recall Review – Frantic, Innovative Action

A single, deserted street is often where you start in Robo Recall. Nothing but asphalt, a few cars, some streetlights, and silence. It doesn’t last long. Within moments, countless robots flood the sector, armed with shotguns, pistols, and claws primed to pull you limb from limb. Too bad for them you’ve got two pistols with endless ammo ready to put them all out of commission.

Essentially a new spin rendition of on-rails, light-gun shooters like Time Crisis and House Of The Dead, Robo Recall has you playing an agent who works for Roboready, a large corporation in an unnamed city that manufactures servant robots. The robots suddenly start going haywire and begin attacking citizens. You step in to recall them by destroying them and collecting their chips in whatever way you see fit.

Robo Recall gives players a degree of tactical flexibility not usually present in light-gun shooters. Yes, you can settle for shooting enemies if you’re boring. You can also warp to them, reach out and grab a handle middle of their chest, and bash them into the ground over and over again before you roll the corpse into another robot like a bowling ball. If you’re standing in front of an enemy shooting bullets or shells at you, you can bat the bullets back or pick them out of the air and drop them to the ground. You can also pick enemies up and use them as shields, or take the weapon from their hands and use it to blow them away.

The joy of Robo Recall is finding out what your options are, then learning how to string them together to create higher scoring combos. I had fun immersing myself in the action and experimenting – and getting rewarded for my ingenuity. For example, one of my favorite moments was when I found out I could juggle an enemy in the air with bullets, receive a specific score boost for juggling them, and then grab that same enemy out of midair with my hands and throw them into a nearby truck.

The action is intense and always up-close-and-personal. Robo Recall excels at being pure power fantasy, with its simplistic but elegant systems lets players become a sci-fi blockbuster savior in a way that just isn’t possible in non-VR games. Picking up an enemy with my own hands, using him as a shield, and then returning fire with my own weapon is exhilarating. The intimacy of the violence and the demand that I constantly move my hands to orchestrate combos like some violent conductor makes what would could ho-hum action in another game thrilling here.

My only quibble is that the teleportation-based movement takes some getting used to as you jump from spot to spot. While that might sound like a bummer, the Oculus Touch’s thumbsticks make it efficient once you’ve got the system down. It took me 15 minutes to get there, but once I had it, I was maneuvering in these massive environments with ease. Movement in the game isn’t as fun as other aspects but it’s a lot more tolerable than moving around in other VR games is.

Racking up high-scoring combos isn’t just for bragging rights; the bigger your score is at the end of a level, the more stars you gain, and stars are used to unlock weapon upgrades and attachments, like compensators for your pistol that deal higher damage or a recoil-reducer for your shotgun. This system is a smart callback to the scoreboard focus of arcade shooters, but it also gives its players tangible rewards as a smart compromise between the nostalgia of arcade cabinets and the content-driven desires of contemporary gaming.

One of Robo Recall’s biggest surprises is how well-written it is. The story is simplistic, which works well since it complements the carnage-focused gameplay. A strong humorous undercurrent runs also through the campaign, skewering both corporate culture and science-fiction. For example, your A.I. assistant tells you that your office is “up to minimum safety standards” the first time you step inside it, and robots often scream “Robot Heaven! I see it!” or sing the same song HAL sings in 2001: A Space Odyssey when he dies. I was chuckling just as often as I was wowed by the actions available to me during the gameplay.

Robo Recall doesn’t feel like a tech demo or minuscule offering of a promising concept. It’s the only VR game I’ve walked away from thinking I was satisfied with the amount and variety of content available. Its brand of action is unique and entertaining, and I haven’t played anything like it before. Robo Recall isn’t just a great VR game. It’s a great action game, period.

www.GameInformer.com – The Feed

Robo Recall Review – Frantic, Innovative Action

A single, deserted street is often where you start in Robo Recall. Nothing but asphalt, a few cars, some streetlights, and silence. It doesn’t last long. Within moments, countless robots flood the sector, armed with shotguns, pistols, and claws primed to pull you limb from limb. Too bad for them you’ve got two pistols with endless ammo ready to put them all out of commission.

Essentially a new spin rendition of on-rails, light-gun shooters like Time Crisis and House Of The Dead, Robo Recall has you playing an agent who works for Roboready, a large corporation in an unnamed city that manufactures servant robots. The robots suddenly start going haywire and begin attacking citizens. You step in to recall them by destroying them and collecting their chips in whatever way you see fit.

Robo Recall gives players a degree of tactical flexibility not usually present in light-gun shooters. Yes, you can settle for shooting enemies if you’re boring. You can also warp to them, reach out and grab a handle middle of their chest, and bash them into the ground over and over again before you roll the corpse into another robot like a bowling ball. If you’re standing in front of an enemy shooting bullets or shells at you, you can bat the bullets back or pick them out of the air and drop them to the ground. You can also pick enemies up and use them as shields, or take the weapon from their hands and use it to blow them away.

The joy of Robo Recall is finding out what your options are, then learning how to string them together to create higher scoring combos. I had fun immersing myself in the action and experimenting – and getting rewarded for my ingenuity. For example, one of my favorite moments was when I found out I could juggle an enemy in the air with bullets, receive a specific score boost for juggling them, and then grab that same enemy out of midair with my hands and throw them into a nearby truck.

The action is intense and always up-close-and-personal. Robo Recall excels at being pure power fantasy, with its simplistic but elegant systems lets players become a sci-fi blockbuster savior in a way that just isn’t possible in non-VR games. Picking up an enemy with my own hands, using him as a shield, and then returning fire with my own weapon is exhilarating. The intimacy of the violence and the demand that I constantly move my hands to orchestrate combos like some violent conductor makes what would could ho-hum action in another game thrilling here.

My only quibble is that the teleportation-based movement takes some getting used to as you jump from spot to spot. While that might sound like a bummer, the Oculus Touch’s thumbsticks make it efficient once you’ve got the system down. It took me 15 minutes to get there, but once I had it, I was maneuvering in these massive environments with ease. Movement in the game isn’t as fun as other aspects but it’s a lot more tolerable than moving around in other VR games is.

Racking up high-scoring combos isn’t just for bragging rights; the bigger your score is at the end of a level, the more stars you gain, and stars are used to unlock weapon upgrades and attachments, like compensators for your pistol that deal higher damage or a recoil-reducer for your shotgun. This system is a smart callback to the scoreboard focus of arcade shooters, but it also gives its players tangible rewards as a smart compromise between the nostalgia of arcade cabinets and the content-driven desires of contemporary gaming.

One of Robo Recall’s biggest surprises is how well-written it is. The story is simplistic, which works well since it complements the carnage-focused gameplay. A strong humorous undercurrent runs also through the campaign, skewering both corporate culture and science-fiction. For example, your A.I. assistant tells you that your office is “up to minimum safety standards” the first time you step inside it, and robots often scream “Robot Heaven! I see it!” or sing the same song HAL sings in 2001: A Space Odyssey when he dies. I was chuckling just as often as I was wowed by the actions available to me during the gameplay.

Robo Recall doesn’t feel like a tech demo or minuscule offering of a promising concept. It’s the only VR game I’ve walked away from thinking I was satisfied with the amount and variety of content available. Its brand of action is unique and entertaining, and I haven’t played anything like it before. Robo Recall isn’t just a great VR game. It’s a great action game, period.

www.GameInformer.com – The Feed

Six Big Takeaways From Seeing Middle-earth: Shadow of War In Action

Middle-earth: Shadow of Mordor turned heads for its unique nemesis system and fun action combat when it launched in 2014. It went on to find a place on many game of the year lists, including winning Game Informer’s best action game for that year. 

Last week, Warner Bros. Interactive Entertainment and Monolith Productions finally unveiled a sequel, Middle-earth: Shadow of War, which picks up right where the last game left off. The Dark Lord Sauron’s power has only grown, since he’s gathered his army. Back in the shoes of Talion and Celebrimbor, can you rise up and turn all of Mordor against him? 

Shadow of War isn’t a distant release, with its launch on August 22. Today marks the first slice of substantial gameplay we’ve seen and it already looks like Monolith is improving on the foundation set by its predecessor by enhancing the nemesis system and setting a more epic scale for battles. At this year's GDC, we saw the game in action and interviewed Monolith VP of creative Michael de Plater to find out what’s in store. Here are our biggest takeaways. 

The Nemesis System Is More Complex
The nemesis system was Shadow of Mordor’s biggest draw. It reacted to your actions in the world by altering your missions and conflicts based on previous encounters. This meant no two players ever had the same exact experience in the game, as enemies and battle conditions varied by gameplay choices. Shadow of War is greatly expanding on this, offering more memorable exchanges on the battlefield. “We’ve expanded the amount of A.I. and history and memories and stories that we’re tracking in the nemesis system,” says Monolith VP of creative Michael de Plater. 

Just as before, your foes taunt you and profess what you’ve done that’s angered them, trying to get under your skin. For Shadow of War, de Plater uses an example of an orc who just loves to take your sword and snap it in half right in front of your face when he defeats you. We get a taste of these tense face-to-faces when we meet our first big foe in our demo. The mission is to gain control of a region by taking down a fortress called the Mountain Valley of Seregost. To do this, we must face off against Thrak: The Storm-Bringer, and our history with him isn’t great. We left him to die, and he took revenge by joining up with the Dark Lord. He shouts, “Come charge into the flames of your reckoning!” 

What’s different this time is that your followers get more involved in the action, having their own special moments to shine in battle. Many times during the demo, we have close calls where we are just about to meet our end, but just in the nick of time, one of our followers comes in with a life-saving action. In one instance, Thrak sneaks up on us and throws us to the ground. As he’s about to slice us to death, one of our allies comes to the rescue, sniping from afar and blasting his hand off. Being rescued just makes your appreciate your comrades all the more, especially when it saves you from a game over screen.

Creating stories of betrayal, rivalry, or friendship with your followers is a big part of the experience this time around. “When they’re your enemies, we want you to love to hate them,” de Plater says. “And when they’re your followers, you hate to love them. Because they’re orcs. They’re always driven by violence and hatred and fear of their master, so it’s always this very violent society that you’re messing with.”

In addition to your personal bonds, the orcs also have their own friendships and histories with one another. “Individual orcs can have rivalries with each other, or be blood brothers with each other, or have these personal relationships with each other, which will then feed into what they remember, how they react, or if they’ll follow or betray you,” de Plater explains. 

More Options For Building Your Army
Building up your own army was fun in the first game, but Shadow of War provides even more options. You take over regions with your followers in tow, but you have even more classes and skills to craft a strategy around in Shadow of War. For instance, when infiltrating Seregost, we have followers that can get us through an array of challenges. Ragdug, an iron mount, gives us access to his armored cavalry, allowing us to charge through flames of artillery fire. Another member we select for the mission is Ar-Laar: The Demolisher, who is a living battering ram, tearing down enemy defenses with ease. 

Once you take over a region, you can select an overlord from your followers to rule it. Orcs now belong to different tribes, so depending on who you pick and what tribe they belong to, the region will reflect their tendencies and values. “What’s really fun and different is whoever is in control of that fortress – if it’s the mystic fortress or feral fortress – that influence and that culture actually spreads right throughout the region,” de Plater says. For instance, if you select a beast master as your overlord, you will have more creatures roaming around, and since he’s from a feral tribe, expect your followers to go on more hunting missions. If you select a leader who is from a more industrial tribe, you have more slaves working for you with a focus on mining. In our demo, we give the overlord honors to Ragdug, as he helped us out of a near-death experience. The bonus with promoting him is that, as a marauder, he’s more likely to loot and pillage the region for us. 

You can also upgrade your fortresses along the way, improving defenses and power to withstand Sauron’s counterattacks. You can command the fortress staff at any time, sending them on missions to either attack enemy bases or gather resources. You can choose to accompany them or just let handle these missions on their own. In addition, you can also can assign bodyguards and summon them to help you at anytime.

Click to the next page to learn about mounts, the expanded gear system, and the fun lore surprises…


www.GameInformer.com – The Feed

Sleeping Dogs Movie In Development; Will Star Hong Kong Action Star Donnie Yen

The 2012 open world game Sleeping Dogs earned strong reviews (including a solid 7.75 from Game Informer) and was met with decent sales. However, a sequel failed to materialize, and the ill-advised online multiplayer spin-off, Triad Wars, was quietly canceled with the unfortunate shuttering of developer United Front Games.

However, Sleeping Dogs may live on as a feature film. Hollywood producer Neal H. Moritz (Fast & Furious, I Am Legend, 21 Jump Street) and his studio, Original Films, are working on an adaptation of the game, which is set to star Hong Kong superstar Donnie Yen (Ip Man, Rogue One: A Star Wars Story, XXX: The Return of Xander Cage).

It is unclear if Yen will play the game's protagonist, Wei Shen, or if the film will follow the storyline of the original. The game featured the Hollywood talents of Tom Wilkinson, Emma Stone, Lucy Liu, Tzi Ma, and James Hong, so it will be interesting to see if any of those actors find their way into the movie.

[Source: Deadline]

 

Our Take
The track record for film adaptations of popular video games is spotty. Even recent high-profile efforts like Assassin's Creed and Warcraft left critics cold. Will Sleeping Dogs buck this trend? Hundreds of would-be Hollywood blockbusters are "in development," but these kinds of projects fall through all the time.

www.GameInformer.com – The Feed

Don’t Miss: The tough design decisions behind super-stylized action game Furi

“We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable.” …


Gamasutra News

New Injustice 2 Trailer Shows Superman’s Return And Cyborg In Action

NetherRealm Studios continued its recent string of Injustice 2 reveals with a new trailer showcasing some of the fighting game's cinematic story mode. This trailer is the first major look at the story, and manages to fit an awful lot into its brief runtime.

In the trailer, we see Batman and Robin working together, as well as Batman trying to reason with a newly liberated Superman before inevitably coming to blows. Later, players get their first look at Cyborg battling Blue Beetle in a facility that looks similar to the one Superman is being held in. It's too early to tell for certain, but if his character retains the same allegiance to Superman as in the first game, he could be partially responsible for the Man of Steel's escape. At this time, it's unknown if Cyborg is playable, as only a few moments of gameplay involving him are present here. It wouldn't be the first time NetherRealm has featured a non-playable character in story mode, as Sindel, Baraka, and Rain all made appearances in Mortal Kombat X's narrative and were never made playable. 

You can watch the trailer below.

(Please visit the site to view this media)

NetherRealm also showed off a new piece of art, depicting an embattled Superman struggling against the combined efforts of Catwoman, The Flash, Blue Beetle, and Harley Quinn.

You can watch the last Injustice 2 trailer, which revealed gameplay for Poison Ivy, Catwoman, and more, here.

www.GameInformer.com – The Feed

New Injustice 2 Trailer Shows Superman’s Return And Cyborg In Action

NetherRealm Studios continued its recent string of Injustice 2 reveals with a new trailer showcasing some of the fighting game's cinematic story mode. This trailer is the first major look at the story, and manages to fit an awful lot into its brief runtime.

In the trailer, we see Batman and Robin working together, as well as Batman trying to reason with a newly liberated Superman before inevitably coming to blows. Later, players get their first look at Cyborg battling Blue Beetle in a facility that looks similar to the one Superman is being held in. It's too early to tell for certain, but if his character retains the same allegiance to Superman as in the first game, he could be partially responsible for the Man of Steel's escape. At this time, it's unknown if Cyborg is playable, as only a few moments of gameplay involving him are present here. It wouldn't be the first time NetherRealm has featured a non-playable character in story mode, as Sindel, Baraka, and Rain all made appearances in Mortal Kombat X's narrative and were never made playable. 

You can watch the trailer below.

(Please visit the site to view this media)

NetherRealm also showed off a new piece of art, depicting an embattled Superman struggling against the combined efforts of Catwoman, The Flash, Blue Beetle, and Harley Quinn.

You can watch the last Injustice 2 trailer, which revealed gameplay for Poison Ivy, Catwoman, and more, here.

www.GameInformer.com – The Feed