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Fire Emblem: Fortune’s Weave Feels Like Four Games’ Worth Of Fire Emblem

Fire Emblem: Fortune’s Weave Feels Like Four Games’ Worth Of Fire Emblem https://ift.tt/93HVi6K Fire Emblem has always been known for its mechanical density and complexity, but Fortune's Weave applies a force multiplier. With an array of four differentiated but intertwining story campaigns, it feels complex in a way that could prove overwhelming. Having played the first several chapters of two of the campaigns, each had its own wrinkles and elements that could have supported their own standalone campaigns--all composing a sprawling narrative that appears to reward exploring it in full to see every scene and interaction.  Fortune's Weave looks to be a conscious effort to restore some of the magic of Three Houses, following the more divisive Fire Emblem Engage. That means a tale that is more grand and sweeping across multiple factions, including a time-jump element that Nintendo revealed during its recent Direct presentation. At its core, though, this is a story that focuses...

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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