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Rocket League: Collector's Edition - retail release date info coming this week

The Rocket League: Collector's Edition Contains:

Rocket League Base Game
Wheels and Player Banner inspired by DC Comic's "The Flash"
3 DLC Packs
Premium DLC Battle-Cars
Art Print

Content Overload: Rocket League: Collector's Edition includes every item from the previously-released DLC Packs, "Supersonic Fury, Revenge of the Battle-Cars," and "Chaos Run."

Insane Customization: Personalize your vehicle with hundreds of different items for MORE THAN 100 BILLION possible combinations!

Awesome Arenas: DFH Stadium, Beckwith Park, Mannfield, Urban Station, Utopia Coliseum, and Wasteland (with multiple variants of most maps)

Fantastic Multiplayer: 4-Player Splitscreen, 8-Player Online, Ranked and Unranked play, special Mutator-themed playlist(s), Private Match support (with named rooms and optional passwords), and Cross-Network play with select platforms

Cool Game Modes: Exhibition 1v1, 2v2, 3v3, 4v4, Unfair Mode (1v2, 1v3, 1v4), and Offline Season Mode, plus additional game-types like Snow Day and Hoops

Features and Then Some: Replay Viewer, customizable controls, "Mutator" game-variant options (Ball Type, Ball Speed, Boost Strength, Max Score, Match Length, etc.), and more

Take control of your own high-flying, hard-hitting, rocket-powered Battle-Car in the critically-acclaimed, futuristic Sports-Action hit, Rocket League: Collector's Edition!

Coming to retail stores worldwide, Rocket League: Collector's Edition combines all the fun and fervor of the original base game, plus all the cars and content found in the highly-popular "Supersonic Fury, Revenge of the Battle-Cars," and "Chaos Run" DLC packs.

Rocket League equips players with booster-rigged vehicles that can be crashed into balls for incredible goals or epic saves across multiple, highly-detailed arenas. Using an advanced physics system that maximizes one-to-one control, Rocket League relies on mass and momentum to give players a complete sense of intuitive gameplay in this unbelievable, high-octane re-imagining of association football!

Psyonix has confirmed that they'll be sharing release date information on the Rocket League at some point this week. We’ll see if that includes release info on this collector’s edition as well.

Pokemon The Movie 2018 - teaser trailer

Pokemon The Movie 2018 is set for launch in Japan on July 13th, 2018. As you can see in the trailer, it looks like they're going with a different art style this time around. It's a style that's hard to appreciate in stills, but I think it looks pretty nice in motion. What do you guys think?

Thanks to Cartoonami for the heads up!

Celebrate the 30th Anniversary of Street Fighter with the Street Fighter 30th Anniversary Collection on Switch

Check out more screens here

To celebrate the 30th anniversary of one of the world’s most popular video game series of all time, Capcom has announced the ultimate tribute to the Street Fighter arcade legacy in the Street Fighter 30th Anniversary Collection for PlayStation 4, Xbox One, Nintendo Switch and Windows PC coming in May 2018. The collection highlights the series’ past in this anthology of 12 iconic titles with arcade-perfect balancing, including the original Street Fighter, Street Fighter II, Street Fighter II: Champion Edition, Street Fighter II: Hyper Fighting, Super Street Fighter II, Super Street Fighter II: Turbo, Street Fighter Alpha, Street Fighter Alpha 2, Street Fighter Alpha 3, Street Fighter III, Street Fighter III: 2nd Impact and Street Fighter III: Third Strike.

Players will be able to take the fight online in four of the classic titles for even more gameplay options, including Street Fighter II: Hyper Fighting, Super Street Fighter II: Turbo, Street Fighter Alpha 3 and Street Fighter III: Third Strike. Players can recreate the classic arcade gaming experience by competing against the CPU while waiting for friends in online battles where they can put their fighting skills to the ultimate test. Lobbies support up to four players waiting to climb up the ranks through Ranked Matches. Each title will also have their own Global leaderboards and the “rewind” tech ensures low-latency online battles.

With the Street Fighter 30th Anniversary Collection, fans can re-visit historic moments from the series, including the introduction of two of gaming’s most famous heroes - Ryu and Ken in the original Street Fighter, and explore the timeline of events that helped create one of the world’s leading fighting game series. Fans can take a walk down memory lane in the Museum and view stunning pieces of concept art, scroll through character bios and uncover little known facts behind each game release with an interactive timeline. Audiophiles can also sit back and relax while listening to the most memorable Street Fighter tunes in the Music Player.

Street Fighter 30th Anniversary Collection will have a simultaneous release in May 2018 on PlayStation 4, Xbox One, Nintendo Switch and Windows PC both digitally and at retail (console versions only).

Thanks to B31knight and Nicolauscamp for the heads up!

What is this mystery Mario Kart product? (UPDATE)

UPDATE - Best Buy listing has been added.

A tipster who wishes to remain anonymous has sent us pictures of this Mario Kart product. We have no idea what it is, and neither does the tipster. They happen to work at a big retailer, and this product showed up the other day.

There's no mention of this product on the retailer's website, or even in internal listings. When scanned into the computer system, it comes up as a preorder bonus, but with a $60 price tag. This might make you think it's a special case for Mario Kart 8 Deluxe. The thing is, when you scan in Mario Kart 8 Deluxe and this product, the two don't cancel each other out. In other words, both products combined ring up for $120 instead of $60.

Anyone out there have another guess as to what this is? It's kind of late for Mario Kart 8 Deluxe to get a preorder bonus! Is this some sort of special holiday offering? If we get any other details, we'll be sure to update this post.

Xenoblade Chronicles 2's director looks back on the daunting process of creating art for the game

The following comments come from Tetsuya Takahashi, director of Xenoblade Chronicles 2. The comments are found in the art book included with the Limited Edition of the game. In the blurb below, Takahashi looks back on the creation of the art for Xenoblade Chronicles 2.

Two hundred and twenty… That sounded like a daunting number of pages to fill when I first heard it. But when I saw just how much artwork had been created in total, I came to realize that maybe, probably – no, without a doubt – there was no way we’d be able to include it all.

So I should begin by thanking all the artists for accomplishing this feat. The games we build require lots of design and concept sketching, but this time, those efforts reached new heights. This in itself isn’t hard to believe, given that these days, it’s rarely possible to complete a game simply with the staff you have on hand. The contributions we receive from our many external partners elevate the quality of our creations to something we’re proud to show the world.

In development environments such as this, the power of art can’t be overstated. A single piece of art can convey the look, feel, and nature of the object that designers then set out to craft in-game. Trying to communicate the same qualities with words alone… Let’s say it would be difficult, if not impossible, to get the same point across.

While it’s true that concept art exists primarily as a basis upon which to design in-game models and assets, it fulfills other important roles as well. This time around, the artwork breathed life into the characters we were designing from an early stage, right down to their facial expressions. As a result, the in-game versions of those characters are all the more refined, and their emotional range comes through in the final product.

For the original Xenoblade Chronicles game, this character design artwork simply didn’t exist; all we had were costume designs for the clothing the characters wore. This meant we were forced to create the CG character models to fit those costume designs. And what’s more, the only artwork released of those characters were retouched versions of their CG models – there was no concept art to speak of, not like this at any rate. This exposes one of our shortcomings at Monolith, but for this project, Saito-san (Masatsugu Saito – Main Character Design) and Tek-kun (Tetsuya Nomura – Torna Character Design) covered for and supported us on the character design front, and I’m truly thankful to them for their efforts.

On the other hand, at Monolith we pride ourselves on our design of backgrounds and technological gadgets. When I’m setting out to make a game, nothing stokes my creative fires more than all the detailed, high-quality assets our artists turn out, and I’m incredibly grateful to them. As I wrote this on an evening in August, just before our game masters up, I’m still not quite sure how many pieces of art will be included in this book you’re holding. But if the selections included here help to convey the craft and care we pour into our creations, I’ll feel we’ve done our job well.

Capcom discusses why it took so long for them to create a new Mega Man game

The following info comes from the latest issue of Game Informer, which includes an interview with Mega Man 11 producer Kazuhiro Tsuchiya and Director Koji Oda. The pair of devs discussed why it took so long for Capcom to make another Mega Man game.

Kazuhiro Tsuchiya

“To be honest with you, when Inafune left it was a difficult atmosphere with the company. It was difficult for somebody to step up and say, ‘I really want to work on Mega Man.’ Inafune-san was definitely a brand leader for the franchise. He helped pave the way for its success, and he had a lot of brilliant ideas. That’s an absolute truth. So when he left, there was a sense of emptiness, and a sense that no one was appropriate to pick up the mantle and pave a new vision for Mega Man.

When Inafune-san was still our boss he said, ‘Don’t let brands stagnate. Always keep moving forward.’ Yes, we did have a seven-year absence, but it doesn’t mean that we stayed still. We were always moving forward and try to figure out what to do next.”

Koji Oda

“I still feel like Mega Man is one of the most important pillars of the company. At the end of the day, we asked ourselves, ‘What does Capcom need to do for its fans? Should we act like Mega Man is a thing of the past? Should we toss him aside?’ I felt like that would be a foolish gesture. Mega Man is such a treasure to the company that it would be a waste to let him go because someone left.”

Make your own Cappy with Nintendo's latest papercraft

We've seen an official Cappy print-out that let you stick a flat image of Cappy on whatever you wanted. Now Nintendo has released a papercraft Cappy to take things to the next level!

If you want to put this Cappy together, you can follow the step-by-step directions right here.

Fire Emblem Heroes - content update for Dec. 10th, 2017

[Events] The Final Round of the Enduring Love Voting Gauntlet is now live. (available until December 12th)

[Quests] The final set of Special Quests for the latest Voting Gauntlet is now live. You can clear those quests to get Battle Flags, Sacred Coins, Refining Stones, and more (available until December 12th)