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Marvel Explains Thor’s Civil War Absence

Marvel today released a new short film that answers one of the big questions lingering in the Marvel Cinematic Universe ever since Captain America: Civil War hit theaters. Why were Thor and Hulk absent for this significant superhero conflict?

Is this new story canon? Is this really the way the other superheroes interact with Thor Odinson and Bruce Banner? If these are the questions you’re asking yourself, it’s possible you’re taking the MCU a little too seriously. 

Enjoy this lighter take on the Marvel superheroes, and what they get up to in their downtime. 

www.GameInformer.com – The Feed

Niantic CEO explains takedown of third-party Pokemon Go apps

Pokemon Go developer Niantic has explained why it’s taking down third-party apps designed to help players locate and catch Pokemon.  …


Gamasutra News

Overwatch Director Explains Why You Think You’re Getting Shot Through A Wall

If you’ve been playing Overwatch, there’s a good chance that one or more of your deaths have seemed a little off. On occasion, it may appear like you’re getting shot through a wall. Overwatch’s director, Jeff Kaplan, explains why that is and how his team is addressing it.

In an interview with Eurogamer, Kaplan explains that players are blaming something called the server “tick rate.” That’s jargon for the rate at which the server is updating with information from clients. 

Overwatch servers are “ticking” at 60Hz (which is quite fast), but the clients aren’t updating as frequently. That leads to kill-cam displays that aren’t quite accurate to how things went down.

You can play with 60Hz tick rate on the client side in custom matches (the “high bandwidth” option), but very few users are doing so. In fact, only 0.08 percent of games are taking advantage of the feature.

Blizzard is experimenting with it to make sure it works correctly before adding it to quick play and the upcoming competitive mode. Kaplan explains what would happen if Blizzard were to turn make the high bandwidth mode mandatory today.

“Right now, for example, what we've seen is that it wouldn't work for about 20 per cent of our users,” he says. “That's a problem we can solve if we get more testing on it, but we couldn't just put it live. As you know, we announced that number of seven million players last week. The last thing we want to do is take 20 per cent of those people and tell them you can't play Overwatch anymore because people were angry on the forums and we flipped the switch and added this thing.”

Other changes in the pipeline include a nerf for McCree’s Fan the Hammer attack that unloads all of his remaining shells in rapid succession. Right now, he can take down many characters quickly. 

Blizzards wants him to still have that impact on Tracer, Reaper, and Genji, but not on the tanks. Expect that to be the first balance to come down the pipe.

D.Va is also under consideration for changes, though Blizzard isn’t quite sure how that will play out. The team is also figuring out how to improve the much-loved Play of the Game feature to take into account things like a dead Torbjorn’s turret mowing down enemies. Those aren’t terribly fun to watch yet, but somewhere down the line, we may see some improvements.

You can (and should) read the extensive interview over at Eurogamer. For more on Jeff Kaplan, check out our extensive three-part interview here, here, and here.

[Source: Eurogamer]

 

Our Take
While I’m fairly terrible at Overwatch, I keep coming back to it. That is a testament to the character design, art style, and diversity of play (even in the relatively thin mode selection) available right now. I’m eager to see how the game grows in the months and years to come.

www.GameInformer.com – The Feed

The challenge of developing for community: A World of Warcraft dev explains

A new post by Blizzard developer Ion Hazzikostas does a great job of explaining exactly what it means to cater to a huge, diverse audience of players with a game like World of Warcraft. …


Gamasutra News

New Dying Light Novel Explains How The Outbreak Begins

A new book set in the Dying Light universe, entitled Nightmare Row, was released today. The novel was penned by author Raymond Benson and details the initial outbreak of the deadly infection.

Nightmare Row serves as the prequel to the events of Dying Light,  and stars an 18-year-old named Mel Wyatt. Wyatt is one of the many foreign nationals stranded in the city of Harran after the 2015 Global Athletic Games, and must find a way to survive the viral outbreak and escape the city.

Author Raymond Benson is no stranger to the video game industry, having written works based on the Splinter Cell, Metal Gear Solid, and Hitman franchises. He has also penned several original James Bond novels. Nightmare Row is now available in hard copy and digitally through Amazon.

www.GameInformer.com – The Feed

Nintendo Explains Why SNES Games Will Only Run On New 3DS

Last week, we reported on Nintendo’s announcement that some Super NES games were finally coming to the 3DS, and further discussed our disappointment that older units aren’t in line to receive the new feature. We reached out to Nintendo regarding the decision to only include the New 3DS in the SNES experience, and today Nintendo provided us additional details.

“As previously announced, New Nintendo 3DS has an improved CPU, which enables Super NES games to run on the system with quality results,” Game Informer was told by a Nintendo representative. “The Super NES games also include Perfect-Pixel mode, which allows players to see their games in their original TV resolution and aspect resolution.”

The clarification indicates that older 3DS units aren’t up to the task of rendering Super NES games at an appropriate quality level for Nintendo’s standards. That clarification is still likely to trouble the millions of players who don’t own one of the newer units, but hunger to play older games like Super Mario World, Donkey Kong Country, and Super Metroid.

This article includes additional reporting by Brian Shea.

 

Our Take
The cynical view in this instance is that Nintendo is trying to drive purchases of its New 3DS unit through this new functionality, and that the company is purposefully withholding the functionality on older devices. It’s a possibility, but it’s worth noting that we know next to nothing about the process of enacting backwards compatibility on the 3DS hardware, and emulation can be a significant challenge on any given platform. 

www.GameInformer.com – The Feed

Street Fighter X GI Joe Scribe Explains How World Warriors Meet Real American Heroes

When publisher IDW asked wrestling aficionado and podcaster
Aubrey Sitterson to pen a crossover between GI Joe and Street Fighter, the
first thing he thought about was what makes the two franchises tick.

"It comes down to one thing," Sitterson says.
"Fights."

Sure, the scale of the fights are different. Street Fighter
is about two super-powered competitors duking it out one-on-one, while GI Joe
is all about large-scale military combat, but the core values, according to
Sitterson, are the same.

"The meat of it, what people really want, isn't a lot
of jibber jabber and a lot of yammering. They want fights," he says. 

That's why the upcoming six-part miniseries is structured as
a tournament set up by the all-star pairing of Destro and M. Bison, who have some sinister plans in store for the competitors. After a
brief introduction, the fights kick off on page two and don't stop until the
back cover.


Crimson Viper battles Snake Eyes in the first fight of the series. 

"It's all killer, no filler," Sitterson says.

According to Sitterson, the fun of watching two larger-than-life characters
clash doesn't have to come at the expense of storytelling. It's not about paring characters down to power levels and stat
sheets and just debating who would come out on top. Instead, Sitterson tells
us, it's about watching two huge personalities meet in the ring and fleshing
out the conflict through combat and competition rather than dialogue and
dramatics.

"Whether we're talking about comics, or movies, or
video games, whatever, fights too often come down to something that's kind of
boring and uninteresting," Sitterson says. "That's two people just
hitting each other until one of them hits the hardest. To me, what makes these
fights interesting is the same thing that makes wrestling interesting, the same
thing that makes Dragonball Z fights interesting, the same thing that makes
kung-fu movies interesting. These characters are not just a list of stats and
abilities. They have personalities. That comes through in the actual fights
themselves."


Sitterson told us he has a "soft spot" for Rufus. 

With so much of the storytelling in Street Fighter X GI Joe
based on physicality, a large portion of the work falls on the artist's
shoulders. Sitterson is confident series' penciler Emilio Laso is up to the
task. "He's not just positioning action figures," Sitterson says. "It feels real and it
feels visceral, which was something I wanted going into it. He's able to imbue
every panel with not just what's happening, but why it's happening, what the
combatants are thinking about when they're throwing that punch."

"One of the most amazing things about old Capcom games
is their aesthetic," Sitterson says. "Emilo has really captured that Capcom
feel without ever feeling derivative."


Each battle begins with this Street Fighter-style text, the handiwork of series letterer Robbie Robbins.

IDW’s Street Fighter X GI Joe #1 of 6 hits comic book stores
next week on Feburary 24. You can check out a sneak peek at some of the series' cover art in the gallery below. 

www.GameInformer.com – The Feed

Street Fighter X GI Joe Scribe Explains How World Warriors Meet Real American Heroes

When publisher IDW asked wrestling aficionado and podcaster
Aubrey Sitterson to pen a crossover between GI Joe and Street Fighter, the
first thing he thought about was what makes the two franchises tick.

"It comes down to one thing," Sitterson says.
"Fights."

Sure, the scale of the fights are different. Street Fighter
is about two super-powered competitors duking it out one-on-one, while GI Joe
is all about large-scale military combat, but the core values, according to
Sitterson, are the same.

"The meat of it, what people really want, isn't a lot
of jibber jabber and a lot of yammering. They want fights," he says. 

That's why the upcoming six-part miniseries is structured as
a tournament set up by the all-star pairing of Destro and M. Bison, who have some sinister plans in store for the competitors. After a
brief introduction, the fights kick off on page two and don't stop until the
back cover.


Crimson Viper battles Snake Eyes in the first fight of the series. 

"It's all killer, no filler," Sitterson says.

According to Sitterson, the fun of watching two larger-than-life characters
clash doesn't have to come at the expense of storytelling. It's not about paring characters down to power levels and stat
sheets and just debating who would come out on top. Instead, Sitterson tells
us, it's about watching two huge personalities meet in the ring and fleshing
out the conflict through combat and competition rather than dialogue and
dramatics.

"Whether we're talking about comics, or movies, or
video games, whatever, fights too often come down to something that's kind of
boring and uninteresting," Sitterson says. "That's two people just
hitting each other until one of them hits the hardest. To me, what makes these
fights interesting is the same thing that makes wrestling interesting, the same
thing that makes Dragonball Z fights interesting, the same thing that makes
kung-fu movies interesting. These characters are not just a list of stats and
abilities. They have personalities. That comes through in the actual fights
themselves."


Sitterson told us he has a "soft spot" for Rufus. 

With so much of the storytelling in Street Fighter X GI Joe
based on physicality, a large portion of the work falls on the artist's
shoulders. Sitterson is confident series' penciler Emilio Laso is up to the
task. "He's not just positioning action figures," Sitterson says. "It feels real and it
feels visceral, which was something I wanted going into it. He's able to imbue
every panel with not just what's happening, but why it's happening, what the
combatants are thinking about when they're throwing that punch."

"One of the most amazing things about old Capcom games
is their aesthetic," Sitterson says. "Emilo has really captured that Capcom
feel without ever feeling derivative."


Each battle begins with this Street Fighter-style text, the handiwork of series letterer Robbie Robbins.

IDW’s Street Fighter X GI Joe #1 of 6 hits comic book stores
next week on Feburary 24. You can check out a sneak peek at some of the series' cover art in the gallery below. 

www.GameInformer.com – The Feed

EA Explains Why Battlefront Is Unlikely To Have The Force Awakens DLC

In December, the Twitter account for Star Wars Battlefront revealed it was improbable that the game would receive any DLC that was focused on the new film, The Force Awakens. Looks we like we just got a confirmation and answer as to why that's the case from EA itself.

In a recent earnings call, EA's CFO Blake Jorgensen reiterated that there was likely no Episode VII DLC coming to Battlefront and took some time to explain why:

“You can’t make a game in ’Star Wars’ that violates the canon of ‘Star Wars…meaning, you can’t take something from the future and bring it back into the past unless it’s a reference.”

Jorgensen also took time to clarify that future Star Wars titles could have content from the new trilogy, saying that the publisher was trying to stay "tightly connected" to Star Wars and it could tap into "new characters and vehicles and so forth" in future Star Wars games.

[Source: The Wall Street Journal]

 

Our Take
EA toeing the line when it comes to Star Wars canon isn't exactly surprising given Lucasarts attempts to clean house with the expanded universe. And while Joergensen didn't explicitly say that a Battlefront sequel would focus on the new films, it would certainly make sense for it too. Still, as someone who dropped $ 60 on Battlefront and came away disappointed with the lack of content, I'm a bit bummed, especially since none of the DLC revealed for the game looks particularly interesting until summer at the earliest.

www.GameInformer.com – The Feed

Ninja Theory Explains How Hellblade’s Characters Come To Life With Only Two Animators

Hellblade's protagonist, Senua, moves with an impressive level of realism, and the latest developer diary for the game explains how that's possible with only two animators on the team.

You can check out the video below to learn more about the game's motion-capture process, and figure out what is going on in the image above.

(Please visit the site to view this media)

Fore more on Hellblade, head here to learn about it mysterious face-capturing technology. Hellblade is coming to PlayStation 4 and PC this year.

[Source: Ninja Theory]

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