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Duskfade Makes Boss Fights Feel Poignant

Duskfade Makes Boss Fights Feel Poignant https://ift.tt/v1CHyqT Duskfade passed by last month without too much notice. To the extent that it gained attention, it was for its Nomura-like character design that appeared to be aping Kingdom Hearts. And while that isn't inaccurate, it also feels like an unfair simplification. Duskfade is very little like Kingdom Hearts, more reminiscent of a PS3-era action-platformer than an action-RPG. Its gameplay is composed mostly of really satisfying platforming with occasional, merely so-so combat encounters. But what really resonated with me most was its story, which for all of its storybook-like simplicity, had impactful moments that utilized boss fights like nothing else I've seen. Spoilers follow. Duskfade takes place in a fantasy world where Clockmakers are essentially steampunk wizards. You play as Zirian, the young hero on a quest to find his big sister, Allira. After your grandfather, the master clockmaker Gramps, became ill a...

Mortal Kombat: Onslaught Turns The Franchise Into A Team-Based RPG

Mortal Kombat: Onslaught Turns The Franchise Into A Team-Based RPG https://ift.tt/fBgJwub

If there's anything Mortal Kombat has always been known for, it's the crack, crunch, spurt, and gurgle of its graphic violence. But over the last decade, the franchise has become just as synonymous for its Hollywood-caliber cutscenes and epic storytelling, and that's exactly what Mortal Kombat: Onslaught, NetherRealm Studios' new mobile game that is out now, hopes to capture in its gameplay.

That's a tall order considering the grandiose scale of its cinematics, often displaying over-the-top battles of dozens of characters taking on larger-than-life villains--even the mainline games' usual 1v1 fights rarely capture the same Hollywood blockbuster spirit. But Mortal Kombat: Onslaught, a real-time, squad-based mobile RPG, sets out to replicate that sense of scale in the palm of your hands. During my hands-off preview of the game, I got a look at exactly how the gameplay intended to capture that and chatted with lead designer and NetherRealm veteran Mike Lee.

"We designed gameplay off what we wanted it to look like--what we wanted it to represent: the cutscenes," Lee told me. In Onslaught, you'll craft a team of four to five fighters selected from a roster of 50 MK characters and take on a squad of enemies in a standalone story-focused adventure that sees its heroes, once again, fighting to protect several realms under attack. Spread over 10 chapters, the story will unravel over 300 battles that feature the same level of theatrics and high fantasy of its mainline series. Chapters are planned to roll out all the way into 2024, with four chapters available at release.

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