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Epic Mickey Brought An Icon Back To Disney, And Warren Specter Doesn’t Want You To Forget

Epic Mickey Brought An Icon Back To Disney, And Warren Specter Doesn’t Want You To Forget https://ift.tt/Tmzw29d After over four decades in video games, developer Warren Specter is retiring from the industry. But as Specter moves towards the door, he wants to make sure that the team behind his 2010 game Epic Mickey gets their due for bringing one of Walt Disney's earliest creations back home to Disney. In 2003, the development document for Epic Mickey reportedly spurred then-Disney president Bob Iger to eventually regain the rights to Oswald the Lucky Rabbit, a breakout animated character created by Disney and animator Ub Iwerks. When the Oswald property was taken from Disney, the latter created Mickey Mouse and the rest was history. In 2006, Iger was Disney's CEO when he made the deal to bring Oswald home in exchange for the rights to sportscaster Al Michaels. Subsequently, Epic Mickey was the first Disney project to bring Mickey and Oswald together. Sixteen years 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.

Continue Reading at GameSpot

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