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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

Video: How Star Wars: Uprising connects Return of Jedi to Force Awakens

Added: 17.09.2015 3:17 | 51 views | 0 comments


Star Wars games have a patchy history - some of them make great use of the rich universe they're set in and even enrich it further.

From: n4g.com

SSX: We miss you. Please come back, just like this

Added: 16.09.2015 19:00 | 76 views | 0 comments


SSX for the Xbox 360 and PlayStation 3 is only three-and-a-half years old, but let’s be honest: we haven’t had a proper, joyous SSX about bright color, big music, and even bigger air in over a decade. Starting with the original on PlayStation 2, EA Sports Big’s snowboarding game took the glutted extreme sports genre and revitalized it with a splash of wonderful absurdity. No real world snowboarder could pull of the aerial feats commonplace in SSX, let alone in the middle of a cloud of fireworks, but the series had an intense tangibility in its best moments. At its peak, nothing else felt like SSX and we miss it terribly.

We want you back, SSX. This is everything we loved about you that we want to see in you on modern day machines.

SSX3 was the game that paired the smooth momentum and deep satisfaction of pulling off tricks in SSX and Tricky with an evolving mountain you could explore at will. SSX 3’s open range remains distinct, revealing depth through alternate routes and by connecting individual races and challenges into a seamless whole. By the time you hit the All-Peak race, you know every dip, every jump, and every tree intimately. Today when seemingly every game is an open world, a new SSX with the structure of 3 would be damn refreshing. Just imagine the weather. The soothing voice in your ear as you tricked your way down the mountain at breakneck speed, Atomika always had your back. His updates and announcements made you feel like the peaks were all part of a single, connected space, with your rivals racing down Happiness while you’re practicing your grinds in Snow Jam. The tunes Atomika spins were the perfect complement to your snowy stylings, pumping you up and urging you to go faster, soar higher. (Though the ability to remove certain songs from his playlist was particularly helpful whenever “Jerk It Out” came up.) The Junkie XL remix of Fischerspooner’s “Emerge” will always evoke the adrenaline rush of catching really, really big air and nailing that perfect trick, and is there a better song to race to than N.E.R.D.’s “Rockstar”? For all of SSX 3’s openness, it was still tightly designed. If you could just go anywhere on the mountain, the races wouldn’t have felt so driven. This isn’t a real mountain after all. If it was, Elise would pull off a sweet grind, head off into the woods and then get stuck in mud and rocks. The game smartly laid out boundaries marked by irregular blue signs and if you strayed too far it set you back on the path with only a slight penalty to score, time, or race placement. SSX 2012’s mountain, while bracingly sharp and chilly in its capturing of real mountains and weather, also sadly forced you to restart every damn event if you went out of bounds. Obviously a modern SSX can offer even more space than the classics thanks to technological advancements, but an ideal sequel would balance realism with the flexibility and intelligence of those old boundaries. SSX 3’s soundtrack is sublime. Just a perfectly curated collection of beats, bass, and soothing, atmospheric ambience. It fits and amplifies the game’s breezy, airy, giddy vibe of extreme fun without limitations in a gloriously jubilant, blisteringly eclectic way. It’s bona fide landmark in licensed video game soundtracks that has still, 12 years later, not even been approached in terms of quality or creativity. But you know what makes it even better? The damnably clever - witty, even - way that the game’s dynamic audio design squeezes every last drop of exhilaration out of every track in its roster. Thread and weave through a tight, shimmering cave or tunnel, and the bass and reverb will crank up, surrounding you with your environment by piping it directly through your ears. Launch into a big air, and the heavier elements will drop away, until eventually the entire track falls to the earth below your skyborne feet, replaced only with clean breezes and birdsong. Until that is, you hit the ground and the party kicks back off once more. SSX3’s track design is a masterwork of intricacy, instinct, pacing and pathfinding. Where other racing games will present their depths by way of lines to be perfected, apexes to ace in order to shave fractions of seconds off race times over weeks to come, SSX at its best is at once more open and free, and far more creatively demanding. Traverse an area a couple of times, and you’ll think you know it. But you don’t. You’ve only seen its surface layer. The greatest success (and fun) does not come from honing. It comes from exploring. Hit that grind-rail you hadn’t previously noticed, and you might spot a pylon cable if you leap off it just right. Wouldn’t it be cool if you could grind that? Guess what. You can. Then there’s that railway track that you’ll find if you crash into that secret tunnel, from that hidden rail, from that hidden jump, from that secret shortcut between buildings. Actually forget exploration. SSX is more about hacking a track, peeling it apart like an onion and finding new track upon new track hidden in plain site in the same space. That’s what we need from a new SSX. Let’s scale it up even further and forget the last game’s mountainside vagueries. Characters in sports games - the ones that aren’t modeled after real-life athletes, that is - tend to be fairly interchangeable, but the boarders of SSX 3 have distinct personalities and styles. You don’t choose your in-game representative based on their stats or gear, but on their swag. For me, the perfect SSXer always be Elise, whose easy confidence never falters, even when a beefed landing leaves her face-deep in powder. “Take myyyyy picture!” she yells whenever she does something really brag-worthy, which is exactly how we’re supposed to feel as we master SSX’s slopes one by one. SSX’s characters are a marvelously diverse assortment of superstars, misfits, jerks, and cutiepies that don’t feel like they were designed by focus groups. Keep it that way. Maybe it seems strange to single out snowboarding as one of the best things about what is ostensibly a snowboarding video game, but SSX’s signature sport got lost under some cumbersome accoutrements as the series went on. On Tour’s skiing wasn’t unwelcome. Nor were the wingsuits in SSX 2012. With every new accessory, though, SSX lost some of the perfect balance in its core flow of movement on a board. Carving a line, hitting a buttery jump and spinning as it crests. That’s the good stuff, not buying an extra pick axe or air purifier in a menu for microtransaction cash. And not that it’s a worry at this point in popular development, but the sooner we all forget SSX Blur’s atrocious motion controls, the better. SSX’s smooth, weighty boarding isn’t just about broad-strokes, downhill spectacle though. The half-pipe trick competitions of the series’ earlier entries are damnably satisfying, desperately strategic timesinks, and we need them back. Like everything in a good SSX, it seems simple at first. Two big jumps sitting opposite each other, a timer, and a bunch of points to score. But like everything in a good SSX, you’ll be discovering the hidden depths of cleverly stacked design in minutes. Momentum leads to bigger jumps. Bigger tricks lead to more boost, which leads to extra air, which in turn leads to hidden means of launching yourself, even whole new, airborne pipes. And then there are the various trick and point boosters carefully ‘littered’ around the arena, which you’ll soon learn not to hoover up willy-nilly, but to collect methodically, at exactly the right time, as you plan your route to carve across the pipe to hit them at just the instant needed to really make your biggest moments sing. In the age of modern PCs, Xbox One and PlayStation 4, monumentally fast computing machines across the board, speedy loading times remain an issue in most games, particularly those sporting big open spaces to play in. If SSX brings us back to the mountain top, graphical fidelity, scope of the mountain, and fancy real-time weather effects should all be balanced around giving you swift, instant access to events and free boarding on the mountain. Every entry in the SSX series, from the pinnacle of SSX 3 to the awkward modernity of SSX 2012, suffered from painfully long loading times. Look, we get that big, connected, internet-powered video games are a thing, but sometimes that stuff just gets in the way. A new SSX has to focus on what made the previous games great. Namely focus, presence, and ownership of the environment. To that end, we don’t want certain events - or even areas - fenced off into the online-only realm, nor do we want a particularly vast swathe of the game to be online-enabled at all. Races, leaderboards, and ghost downloads. That’s it, please. And give us the ability to participate or deactivate that stuff at will. We don’t want to be cruising the mountain, taking in the air and the vibe to the delicate sounds of Royksopp, only for some wayward stranger to invade and bump us off the lip of a crest. Those wastrels have no place in SSX, and nor does that behaviour
Disney Infinity 3.0 Review - ThoseGamers

Added: 14.09.2015 3:20 | 68 views | 0 comments


Ben from TG checks out Disney Infinity 3.0 and says: For the past 3 years Disney has been bringing toys to life with its annual Disney Infinity franchise. This years version, Disney Infinity 3.0, features the biggest drawcard yet with the Jedi and Sith from Star Wars taking center stage in 3.0. Disney Infinity 3.0 is definietly aimed squarely at the younger gamers out there but that being said, there is so much fun to be had, that Id be surprised if Mum and Dad didnt grab that controller and indulge in some light hearted video game fun too.

From: n4g.com

30 small things we love about Super Mario Bros.

Added: 11.09.2015 19:00 | 99 views | 0 comments


Super Mario Bros., both the original game and the many it spawned, has an almost intoxicating level of detail hidden inside its weird fiefdoms full of mushrooms, dinosaurs, turtles, and monarchs. Thirty years ago, that first game on the NES (or Famicom if you prefer) seemed mind-boggling in its intricacy. Hidden coin boxes! Warp pipes! Even the clouds in the sky were grinning at the player.

To toast gaming's most famous mustachioed icon as he enters his fourth decade, we've compiled a look at our very favorite small things from the series, those little details that have always been its signature.

Kuribo is the Japanese name for the Goomba, hence why you find the little fanged mushroom riding that green bootie around in Super Mario Bros. 3. Forget the game's logic, though. Why the hell is there a sudden, out of nowhere, invincible green boot to ride around in a single level of the game? Why not! That sort of gleeful weirdness is the Mario way embodied in sudden fungal footwear. You may not know Hawkmouth by name. Hawkmouth is the terrifying bird face you have to jump in to escape stages in Super Mario Bros. 2. Name another game where you have to exit through a giant bird mouth. There is no ending lazier than the “it was all a dream!” ending, yet Super Mario Bros. 2 makes it awesome. First, it justifies some profound weirdness like Mario and company traveling through interdimensional doors that pop out of potion flasks. Second, it makes sense that these are the dreams you have when your days are spent fighting Bowser. The Wii U's marquee Mario game feels like an infinite gift bag of fun, strange ideas. The Double Cherry power-ups are among the best. Touch the cherries and suddenly you split in two. Touch more cherries, and split into four. Suddenly you can have eight Princess Peaches in cat suits running around causing chaos. Pure chaotic delight. When you finally unlock the secret levels inside Super Mario World's Star Road, it feels like the game is about to get super, duper hard. And it does! The levels waiting in there are the toughest in the game. Their ridiculous ‘90s slang names - Gnarly, Tubular, etc. - just make them so damn approachable and sweet. Yoshi is a dinosaur that uses his/her reproductive cycle as projectile weaponry, and yet that's not the awesomest thing about Yoshi breeding. All Yoshi are born wearing Timberlands. Seriously. Sweet boots are a part of their natural anatomy. That is too awesome. There were different colored Yoshis hidden away in Super Mario World, and each had different innate powers when holding a Koopa shell. Red Yoshi, as you might expect, could spit fireballs and Yellow Yoshi could ground pound, but Blue Yoshi was the best of all, because he could fly. He lifted Mario high above the saws, enemies, pits and spikes, tiny wings a-fluttering and making those adorable flap noises. Blue Yoshi was a rare companion, and hard to hang on to for long, but he will always be my favorite dinosaur pal. There's an elegant simplicity to the original Super Mario Bros. level names - World 1-1 tells you everything you need to know. But nothing can compare to the nomenclature majesty of the Cheese Bridge Area in Super Mario World. It's not just a bridge, it's a bridge area, though its connection to cheese is a bit of a mystery. Perhaps the saws you have to avoid are used in some sort of fondue preparation? Tough to say. Others may praise Cookie Mountain or Soda Lake or even Green Switch Palace, but search deep within your soul and you'll see that the glory of CBA lives on forever. Forever. Every Super Mario Bros. game has at least one little "thing" that makes you rethink what's possible in the world. In Super Mario Bros. 3, the ability to shift behind the scenery was a huge surprise, and let you sprint virtually carefree through the level. Boos were deeply upsetting when they first showed up in Super Mario Bros 3. Why are you following me, you little freak!? Somehow they became a lot more personable when they started their own franchise of haunted houses. Full of invisible traps, secret exits, and feelings of dread in both basements and attics, the ghost house fixtures in Mario games since 1990 always provide a welcome change of pace from other stages. The sun, when personified, seems indefatigably happy. It's always smiling or offering you two scoops of raisins. Sometimes the sun is a brutal nightmare, okay? When the sun shows up in Super Mario Bros 3, it's a nasty, cantankerous jerk that insist on swooping down to try and incinerate you. Thank you for portraying the sun as a vindictive curmudgeon, SMB3. Super Mario Sunshine asks a pertinent question: when a regular part of your life is eating mushrooms to get gigantic, what do you do to relax? Apparently you go to an island populated exclusively by what appears to be gelatinous Jimmy Buffet fans with palm trees growing out of their heads. While the game's squirrely camera can make it a chore to navigate, Delfino Island is a fascinating place full of dangerous water parks and treasure-rich islands. Plus: . Nintendo Power used to run the same dumb tip for every RPG under the sun: talk to everybody. It's good advice for RPG neophytes of course, but it seems like a moot point since all there is to do in most RPGs is talk to people before the action starts. Usually it's a chore. Not in Super Mario RPG. Every last town you go to is full of wonderfully personable goofballs. Jerk Yoshi obsessed with cookies and footracing! Violent bakers living in Marrymore, wedding destination to fungi everywhere! A seaside town of surly, noble shark pirates! Mole mining towns full of loving families and explosives! And everyone's just so pumped to see Mario jump. What a fun place. Super Mario Bros. 3 has several different suits that give Mario special abilities: the Tanooki suit lets him fly or turn into a statue, the Hammer Brothers suit lets him hurl carpentry tools like a pro, and the frog suit lets him swim like a particularly graceful amphibian. There are only a few water levels in SMB3, however, and if you're conservative with your items, you'll end up with several frog suits in your inventory, so you should really, really slip one on when you're on dry land. It won't last very long because...well, you're a frog so you can only make tiny little hops, so you're gonna get hit pretty quickly, but you'll look ridiculous until you do. I mean, sure, it also has the benefit of making you big and giving you an extra hit, but the real value is in just how stupid you look hopping around on all fours. It's always fun to exploit glitches in games, but this particular bug in the first Super Mario Bros. game sends you to a bizarro world with no end, whose only way out is death. Perhaps it's a hidden philosophical message from its designers, perhaps it's just a weird oversight in the game's programming. Either way, it's one of those things you hear that sounds totally fake until you actually pull it off. In Super Mario Sunshine, Mario is still wearing his trademark blue overalls, red hat and white gloves, but unless you pay attention, you may miss that he's also wearing a short-sleeve version of his red shirt. It's a look that says, "I want to keep cool in the hot Delfino weather, but I still want people to know that it's a-me. Mario." If you didn't read the manual for Super Mario Bros. 3, you were never explicitly told that Mario would go for a grand buttslide if you made him crouch at the top of a hill - which just makes discovering it all the more memorable. Suddenly Mario goes from a fragile creature who wilts at the touch of a turtle shell to luging death projectile, knocking aside Buzzy Beetles like so many bowling pins. For once in your platforming life, gravity is your friend. A little Easter egg that appeared in Super Mario 64, this feature let you pinch Mario's face and move it around using the small hand cursor that appeared on screen. At first it's cute, but by holding down the right button, you can freeze Mario's twisted features in place to create truly horrifying abominations. The second you load up World 3-6 of Super Mario 3D World, you know this one's a little different. A familiar tune is playing in the background and a racetrack stretches out to the right. Hit the first dash panel and the realization sets in - the entire stage is a gleeful, sidescrolling homage to Mario Kart. The only problem is that it's over too quickly - you'll want to start again as soon as you hit the Goal Pole. When death inserts a sudden stop in Mario's happy march, it does so with a peculiar, jolting sound - it almost sounds like an auto-tuned UGH of a man being jabbed in the gut - and a cute little ditty. It's catchy, it's cheerful, and it's the nicest, most encouraging way to say YOU DIED. It shouldn't be hard to conjure up the Super Mario Bros. 3 cover art in your mind, not when it's so simply exuberant. It's just a popping yellow background and a raccoon-tailed Mario, arms outstretched and flying somewhere new. There's no better look for a fondly remembered game. Yeah, yeah, Yoshi is the king of cute, the one everyone loves, but have you SEEN Plessie? He's a little plesiosaur wearing a red scarf and shining with the texture of a balloon animal. By the time you reach the end of his aquatic slalom in Super Mario 3D World, you're friends for life. Yoshi who? The plot of Super Mario games is a cliche among cliches, and for the first few hours, Super Mario RPG doesn't deviate from that stale trope. But after you rescue Peach, the game keeps going, as there's still a much larger threat to face, and she sneaks out of her castle to tag along on your adventure. Then you meet up with Bowser, who is so upset that this alien force has shoved him out of his castle, that he sucks up his pride and joins you as well. The series's iconic villain and damsel, kicking butt alongside our favorite plumber. It's the best. Lakitu has long loomed over Mario's head, chucking spiny eggs at him from the safety of a fluffy cloud, but starting in Super Mario World, Mario could get a bit of revenge and cloud-jack that sucker. Hit Lakitu with a projectile and you can swipe his cloud, using it to float over obstacles or up to hidden areas. It eventually goes poof (you're presumably a bit heavier than the bespectacled Koopa), but it's a great ride while it lasts. The overworld map for Super Mario Bros. 3 was helpful for navigating the Mushroom Kingdom, but I always appreciated the simple dance animations for the hills. Why were these hills dancing? Why did they have eyes? Who cares, just bob along! Seriously, these are the original cheat codes. Who's got time to go through each and every level? Mighty Morphin' Power Rangers is gonna be on soon! So hop in a warp pipe and jump ahead a few worlds. No one's gonna judge. Super Mario Galaxy adds some spiffy new suits to Mario's supply, including the oddball Boo Mushroom and Spring Mushroom. But being able to morph into an Italian bee - complete with an adorable little stinger - after snagging one of those furry, striped Bee Mushrooms provides the most interesting tweak to the dynamics of Mario's usual movement. The power to briefly hover or wall-crawl up chunks of honeycomb is a refreshing change of pace from the weighty leaps and long-jumps that feel most familiar. Koopa Troopas aren't common enemies in Super Mario 64 like they are in other Mario games, but when you see one of those green-shelled goons you know you're in for a treat. Touch a stunned Koopa Troopa's shell in any other Mario game and you'll kick it across the screen, but in Mario 64 the plumber hops on that thing and rides it like a skateboard. Shells turn the typical level into a skatepark letting you ride on top of water, over lava, and over obstacles like you're a mustachioed Tony Hawk. Few games do kitschy, possibly disastrous gimmicks better than Super Mario Galaxy and its signature silly apparatus, . Yes, spinning the Wiimote around to make it work is goofy, but the way it's implemented brings joy to my heart, from the satisfying POP as you blast off to the feeling of pride when you hit the next star at just the right moment. Heck, I even like the way it sounds through the Wiimote's janky speaker - not even technology can keep a good star down. There is something fundamentally satisfying about pressing a button to make a character jump, then watching him descend again on top of an enemy, bumping it off the screen, defeated. The very word 'Nintendo', for me, is this action, possibly from my first ever experience of a NES pad as a mini-me struggled to make sense of this foreign name. The phonetic 'Nin' of 'Nintendo' has always brought this action to my mind, and that's a great connotation to have. It's pure video gaming.
Star Wars: Uprising launches September 10 on iOS and Android

Added: 08.09.2015 5:17 | 42 views | 0 comments


GB: Star Wars canon is about to take another step into a large world. The second piece of new story that takes place after Return of the Jedi debuts Thursday, September 10, when Star Wars: Uprising hits iOS and Android. This massively multiplayer online role-playing game comes from Kabam, and it joins last weeks Star Wars: Aftermath novel as being the first two new stories that occur in the wake of the Emperors death. And by a mobile publisher to create a part of Star Wars new canon is a sign of trust from Lucasfilm and the importance of gaming on smart devices, a $30 billion market.

From: n4g.com

Let#39;s all go to the lobby with these great Nintendo movie ideas

Added: 07.09.2015 21:00 | 85 views | 0 comments


Apparently the sting of the Super Mario Bros movie has finally worn off, because Nintendo is for the first time in a long while. There haven't been any specifics and Nintendo doesn't have anything in the works, but the mere suggestion of a new all-Nintendo movie (and not just a wince-inducing cameo in an Adam Sandler film), has thrown open the theater doors to fans' enthusiastic desires.

Everyone has an idea of what Nintendo property could make the best movie - Zelda! Metroid! Chibi-Robo! - and we at GamesRadar+ are no exception. But, rather than argue back and forth amongst ourselves (and express our disagreement by flinging any Nintendo figurines within arm's reach), we thought it more constructive to jot down our arguments for each and present them for the world to weigh and consider. These are the Nintendo movies we dearly want to see, and you know we'll pay extra for the 3D glasses.

The Lord of the Rings trilogy made fantasy cool again, and then Game of Thrones exchanged all the fey interludes with elves and tree folk for traumatizing turns of treachery. But there's still plenty of room for something in the middle: a fantasy world filled with good friends, grand adventures, and intricate politics alike. And that's Fire Emblem: The Motion Picture.

As much about relationships as it is about saving the world, Fire Emblem is perfect cinematic fodder for action fiends and drama lovers alike. With a little bit of narrative surgery to bring characters from across the extended (and somewhat unclear) Fire Emblem timeline together, we could watch their triumphs and tragedies play out across generations. After all, Fire Emblem was setting up weddings and perma-death funerals before George R.R. Martin even started on A Song of Ice and Fire.

In an age when Goonies continues to find new treasure-finding fans through Netflix and Nintendo’s back catalog of B-list games looks sweeter and sweeter, a StarTropics movie just feels right.

It’s got everything! Adventure, a personal submarine, gender-swapping castle invasions, tropical beauty, and eyeball-vomiting alien overlords. The NES action RPG about a young man using a yo-yo to save his uncle from island deities/space monsters is full of enough weird characters and hijinks to fill myriad cultishly adored summer flicks.

Pikmin may seem too gameplay-focused to shine on the silver screen, since you spend most of its run directing a naïvely helpful sprite army and swallowing back a lump of guilt when you accidentally drown half of them. But a Pikmin movie could still be appealing (and all kinds of adorable) if it shifted focus from strategy and instead fixated on the game's colorful world and its always inquisitive flower-headed leads.

The best part is that we already know Pikmin can work in a strictly cinematic format: Miyamoto's show that a little change in perspective from tactics to antics can turn Pik-adventures into good viewing. Admittedly these shorts lend themselves more to a TV series than a feature-length film, but with such a blank story-canvas, there's a world of Pik-possibilities here.

I can see it in my mind's eye: Earthbound, with all its dry wit and nostalgic undertones, realized as a Wes Anderson-style comedy-cum-drama in the vein of . We open on Ness, our young hero, who leaps from his bed at the sound of a meteor crash. He runs to the door clutching a baseball bat, stopping to tell his mother - played by Tilda Swinton - that he is "going on an adventure." The camera swings around to the mother, looking unimpressed, who states "Okay, but first change out of those pajamas." Cue upbeat music.

We'd see new age retro hippies chase our heroes through the streets with rulers. The villainous Happy Happy cult would try and cover them in blue paint because, frankly, "Blue is the happiest color." Jeff would shoot bottle rockets at an angry tree. These gags would be punctuated by a coming of age story about four friends who leave everything familiar behind and learn to rely on themselves - - in the adult world.

If Nintendo wants to make a Zelda movie, there's one big problem: You know it's going to feel weird when the characters from the Zelda universe start speaking out loud on the silver screen. The Zelda series has always kept its characters from speaking in game, so it would feel out of place to hear the characters string more than a few words together. The last time said anything more than a grunt or a yell we got . If we end up getting a Legend of Zelda movie, Nintendo will need to find a way to zip Link's lips.

The story should be everything you'd expect: A young boy goes off on an adventure to discover magical artifacts and rescue a kingdom in peril. But how do you keep him quiet? Maybe make him travel alone. When you're alone in the wilderness, there's no need for words. Or, just make it a silent film. That way it will keep with the characters being unable to vocalize their thoughts, and everything they say will be shown in a text box. Now that would be staying true to the games.

I know what you're thinking, but hear me out: A StarFox film could be more than Star Wars But With Furries. An animated film (yes, animated - you don't want another Teenage Mutant Ninja Turtles 2014 incident do you?) would be a perfect way to explore the roots of the team and show Fox's ascension from rookie to pro.

See, Fox and crew have always existed as perfect archetypes: Fox the infallible hero, Falco the sassy sidekick, Peppy the wise mentor, and Slippy the bumbling rookie. It would be a fun twist to see these characters as something more complicated than a series of tropes and cliches, and a movie is the perfect opportunity to do just that. A film adaptation would also let us learn more about the galaxy that the StarFox team is fighting to protect. This way, those who want to just hop in an Arwing and go blasting can do that, while those interested in the lore can pop in the movie.

It doesn’t get much more ready-for-the-silver-screen than the tale of Samus Aran, space pirates, and Mother Brain. An intergalactic bounty hunter who comes packed with all sorts of weapons and gadgets is tailor-made for some cinematic adventures, and it would be easy enough to throw some new alien enemies into the mix to keep things lively. The action sequences practically write themselves, and could either adopt a grim and gritty aesthetic or keep a more family-friendly aspect - the Metroid franchise is very flexible that way.

The Metroid games were never overly bogged down by story, which leaves plenty of room for storytelling (though we’ll just skip Other M entirely, ok? Cool.) while staying true to what makes Metroid great. The second sequel could even fall back on that most Metroidy of story elements - stripping Samus of all her gear and forcing her to find it all again. I’m thinking we cast Emily Blunt as our leading lady - she more than proved she’s got the action heroine chops in Edge of Tomorrow. Why has no-one done this yet? This movie would be fantastic.

Super Mario Bros. seems like a no-brainer for the film treatment, right? Well, it would be, had we not gotten the back in the early 90's. But put that celluloid travesty out of mind, because a Super Mario Bros. film could be truly fantastic if they do one important thing: make it an animated film.

The bizarre world of the Mushroom Kingdom, with its Goombas and Koopa Troopas and Fire Flowers, doesn't really translate all that well to the real world - so don't even bother. Imagine a Super Mario flick handled by Pixar or Dreamworks, with lush, beautifully animated CGI breathing life into the series' vibrant environments. Super Mario 3D World already looked like a moving picture, so just do that, but in movie form. And don't over-think the script; just let Mario and friends go on adventures and do battle against Bowser and his cronies. Simple.

Star Wars: Uprisings new canon is a sign of Lucasfilms trust in Kabam

Added: 07.09.2015 17:17 | 73 views | 0 comments


Among most gamers, the online and mobile game studio doesnt have the reputation of a BioWare or Obsidian when it comes to the cherished franchise. But the companys role-playing game studio, Kabam RPG, has taken a smart approach to becoming one of the first to add to Star Wars new post-Return of the Jedi canon: hiring some of the Extended Universes seasoned veterans. Its a smart move in the $30 billion mobile gaming industry, one that shows how important this release is for Kabam. And by allowing a mobile publisher to create a part of Star Wars new canon, its a sign of trust from Lucasfilm and the importance of gaming on smart devices.

From: n4g.com

STAIRS Trailer

Added: 06.09.2015 9:21 | 48 views | 0 comments


#StartTheDescent STAIRS Coming to STEAM: http://store.steampowered.com/app/374060 STAIRS is a first-person atmospheric psychological horror game that takes players through the stories of three missing people as seen through the eyes of journalist Christopher Adams. Start preparing yourself now, for to descend down these steps is to descend into madness. STAIRS is inspired by real-life events, twisted into an original tale of terror, despair and sadness. Using a camera and journal, players set out to unravel the grizzly mysteries behind three stories - Valerie Berkley, a high school graduate; James Reed, a young businessman; and Jean Jowars Remens, a charismatic pastor. What happened to them? What do they have to do with each other? Creep down the stairs and discover the truth for yourself… if you dare.

From: www.gamershell.com


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