Austin Tagged Articles RSS Feed | Austin RSS Feed on en Launch Media Network 5 coolest things in WWE 2K16 Mon, 16 Nov 2015 10:09:02 -0500 Curtis Dillon


Those are the 5 coolest things we've found in WWE 2K16. Of course there are some great moments involving the MyCareer mode and there's always a ton of great community creations but those 5 topped the list.


From break-out RKO's to double F-5's, there's a ton of cool stuff to find and play with in WWE 2K16. Also, that glitch is just hilarious. I mean, we know Ziggler can sell but wow!


If you liked these choices, or think there's something we should have included, let us know in the comments! WHAT?! I said the comments. WHAT?! Comments! WHAT?! Disqus! WHAT?! Livefyre! WHAT?! Google+! WHAT?! You get the idea.


Relive Stone Cold's Iconic Career


Sure this one is fairly obvious but this is the only time we'll ever get to play through the Texas Rattlesnake's entire career, and in minute detail no less.


Playing the matches, which have challenges and cutscenes that help make it less of a slog, and getting to watch all of the predictably fantastic video packages that explain and flesh out rivalries. Steve Austin's career in WWE, and even some WCW, is lovingly recreated in WWE 2K16 and it's a joy to play through.


Catching Finishers


Similar to the break-out mechanic, catching finishers are an awesome way to completely catch your opponent off guard.


Just as your opponent comes off the top-rope for a high-risk manoeuvre, you hit him with a Spear....or a Sweet Chin Music, or a Tombstone, or an AA, or, of course, an RKO. Catch finishers are a real fun addition to the game that can change everything in an instant.


Breakout RKO's


Breaking-out during another Superstar's entrance is definitely one of the most fun things you can do in all of WWE 2K16, as well as attacking them from behind on the ramp, but nothing beats doing it with an RKO.


Of course, Randy Orton is known for hitting his RKO finisher from "outta nowhere", there's even hilarious GIF's and internet videos dedicated to it, so it fits with the break-out mechanic perfectly. As seen in the video above, allowing Kalisto to flip into the ring, roll forward and right into an RKO is insanely cool, and helps add to the realism.




Yes you can actually play in the iMPACT arena in WWE 2K16, thanks to a very talented community creator. The arena was uploaded and shown off on Reddit by a user known as -MEV, who creates a lot of great arenas. For the iMPACT arena he even gave the ramp the TNA yellow design. If you want you can download the arena via the community creations and play with Sting and Christian, to make it feel that much more authentic.


This option will be even more enjoyable when Samoa Joe lands as DLC, then we can download a great CAW AJ Styles and Christopher Daniels, and recreate some magic.


Brock Lesnar's Double F-5


Double moves isn't new to the series, we've been able to do them ever since Ryback began destroying two jobbers at once using his Shellshock. However, the sight of seeing Brock Lesnar hoist up two stars and F-5 them to hell is awesome.


To do the move you just have to have three finishers stored and you can do a double finisher with the F-5, AA, Chokeslam, or Shellshock.


WWE 2K16 released 2 weeks ago in the U.S, a little less than that in Europe, and it's a great improvement upon the previous installment. In fact, you can read our positive review right here.


It's a great wrestling game that we're enjoying very much, and we thought we'd share some of the best things in the entire game. Of course, we could have just given 5 moments that all involve Stone Cold but we tried to limit ourselves when it comes to that endless well of entertainment.


The following 5 slides include some gameplay, creations, and more, so you'll see a nice range of what the game has to offer. But let's stop beating around the bush, read on and hopefully you'll discover something new!

Roster Changes Stir Things Up for RTX Mon, 23 Jun 2014 04:46:48 -0400 Iron Gaming

Team changes seem to go hand in hand with eSports competition.  From the early days of MLG to Iron Games Season One, we have seen a lot of changes in what was once a set standard for competition.  Back then, sticking with the same players and working on improving as a team was the norm.  There was a certain satisfaction from succeeding as a returning roster.  

No team ever forms with plans to break up, but there are many factors that come into play that sometimes force a change. Here are some of those key factors as well as some of the impactful team changes we have seen leading up to Iron Games Finals at RTX.

1. Schedule Conflicts

many professional teams have a zero tolerance policy for lack of practice

The first factor is scheduling and the importance of practice.  Like all other professional sports, practice is the most important element in improving and finding team weaknesses.  Scheduling can sometimes become a problem for teams if players are unable to get online to practice with the entire team.  

It varies for team to team, but most situations arise from conflicting work schedules, lack of dedication, or other professional obligations.  In the past, we have seen the formation of an all-star team quickly disassembles days later due to scheduling issues.  No matter the obstacle, many professional teams have a zero tolerance policy for lack of practice.

2. Tournament Availability

great results in online practice does not matter when players can’t get to the live events to compete

The second key factor, unfortunately, is when the player(s) are unable to attend live tournaments.  One of Iron Games Season One Atlanta Online Qualifier winners, Hydra, was unable to attend due to one player’s complications with his flight to the event.  

Whether it is insufficient funds or other personal reasons, having great results in online practice/competition does not matter when players can’t get to the live events to compete.

3. Team Dynamics

some teams are able to go back to the drawing board and come back even better

The third and final key factor for team roster changes is player’s performance and team dynamic.  This one, without question, is the most important.  If your team does not perform at the top of its game, then you will be packing your bags early.  It could very well be due to teammates not getting along, which as a result could cause the team to play poorly.  

Despite this, some teams are able to go back to the drawing board and come back even better.  A good example of this is the team Almost Heaven.  Although they were dominated early on in pool play at IG Toledo, Almost Heaven consisted of up-and-coming amateurs who managed to stay humble, focused, and happy, they showed the entire eSports world what it means to show resolve and improve mid-tournament.  They managed to place in the top 4 in bracket play, reserving a spot for them at RTX.  However, their cinderella story was cut short soon after IG Atlanta when the team parted ways with one of their players.

We have seen both of our Halo 4 LAN winners, VwS Legendary and Straight Shooters, make team changes for reasons listed above.  
these changes did not result from lack of player performance

Two very dominant teams who hadn't dropped a single game in either tournaments, decided to have team changes.  

There are not enough details surrounding these teams’ decisions to outline the specifics, but we can surmise that these changes did not result from lack of player performance.  We have witnessed many interesting team compositions lately, and it is going to be just as interesting to see which new teams are going to come together to compete against the best players in the world at RTX.

Article written by Jonathan Miller.

Discuss the article online here with the Iron Gaming team on their forums. 

Devolver Digital Mike Wilson Talks 'Good Game' ESports Documentary Wed, 12 Mar 2014 05:39:21 -0400 John Gaudiosi

Devolver Digital has been a champion of independent games since former GOD Games and Gamecock founders Mike Wilson, Harry Miller, and Rick Stults, founded the Austin studio in 2011. The company expanded into the independent film business at SXSW 2014 with the premiere of the eSports documentary, Good Game, which chronicles the lives of pro gaming team Evil Geniuses. Wilson, who’s been in the video game industry for decades, explains why this film could help eSports attract even more fans in this exclusive interview.

How have you seen eSports evolve since the CPL days (which had Dallas origins)?

The CPL did a lot to institute the founding concepts of pro gaming in the beginning. The biggest problem facing the CPL was that there was no way to directly connect with fans as livestreaming technology just wasn’t in place at the time. Three things happened in the late 2000s that resurrected awareness of pro gaming. First, a rising popularity in the MOBA genre in North America, thanks in large part to Riot’s League of Legends, opened up that avenue of competition for online gamers who wanted something different from FPS games. Second, an incredibly long console cycle and lower costs of decent hardware gave rise to more gamers on PC. Third, and probably most importantly: livestreaming exploded.  

What impact has livestreaming had on the recent global success of eSports?

Hands down, livestreaming is the most important component of all of the factors that have contributed to the growth of pro gaming. There’s now a direct connection to an audience that can tune in to support their favorite team anywhere in the world, anytime of day. It’s allowed sponsors a broader reach, events to be publicized globally and has created entire new market sectors for livestreaming – Twitch and YouTube now dominate the media landscape for all video games, not just pro gaming.

How has eSports helped keep PC gaming front and center for a global audience?

It has definitely helped, but other factors come in to play as well: the long console cycle, Steam, which has been a constant in the PC gaming industry, and the rise of indie games, for example, has been a driving force among fans who want to get the broadest scope of what games have to offer. Smaller independent titles now compete on the same level as blockbuster budgeted AAA titles – that’s a recent development in the games industry in the past few years.

I think competitive gaming has helped the high-end hardware industry stay front and center more than anything – those players need the most advanced systems they can find. With the new consoles implementing livestreaming features, however, I’m going to be very interested in how that affects the PC industry in years to come.

We've seen League of Legends sell out the Staples Center and now Dota 2 is aiming for a German soccer stadium sellout this summer. How big do you think eSports can get?

As long as the games can keep the fans engaged I think there’s always room for growth as new generations of players become introduced to this level of gaming. One of the biggest hurdles facing the industry is that it’s tough to harness attention spans across a wide demographic – younger fans may gravitate away from what’s seen as “established.” The industry should be quick to embrace new technology and new games.  

Why did you choose Good Game for your film line-up?

Good Game was immediately appealing to us as an engaging documentary, first and foremost. The concept appealed to us instantly, of course, given our (Devolver’s) leadership and experience in the games industry, but it was the quality of the film overall that allowed us to consider it for distribution. The goal of Devolver Films, like our games side of the business, is to locate those “diamonds in the rough” and put muscle behind it to get it out to as wide an audience as we can.

Seeing what the players go through on a personal and professional level really helps the audience to understand that these aren’t just “nerds with no friends” – but rather incredibly intelligent, complex people under a pressure not many people understand.

What did you learn about eSports from this doc?

I’m in a unique position of having been in the gaming industry for the past twenty years, but more than anything the documentary brought home an understanding of what the players go through on a daily basis and the pressures that each one of them face – internally and externally. I’m not sure if you know this but the Internet can be a harsh place when you’re in the public eye in the games industry. There’s an incredibly tough outer shell you have to develop when you’re on the development side of games and being a pro gamer is no different, it actually might even be harder given how harsh online criticism can be.  

What impact do you hope this Good Game documentary has in opening people's eyes to this eSports phenomenon?

Like any good documentary, Good Game has the chance to open up an understanding of professional gaming and the games industry to an entirely new audience. We’ve come a long way from the days where 100% of outsiders assumed gamers were nerds with no friends but there’s still a long way to go in humanizing gamers – especially professional gamers. If anything, the exposure can help generate a greater understanding of our culture as a whole.

Why is SXSW a good venue for Good Game?

SXSW is the perfect blend of the arts and technology – so it’s a perfect venue to debut Good Game. Devolver is also based in Austin, so debuting the film for our hometown crowd allows us to go big and throw an epic premiere party too.

How high do you think this film can go given the word of mouth of eSports fans around the world?

The sky’s the limit – we’d love to see this take off among pro gamers and fans, but I think our true measure of success will be if viewers who aren’t familiar with eSports come away with a greater understanding of the culture surrounding pro gaming and humanizing the folks involved.

What role do you see films like this playing in your multimedia company, especially since the focus is on gaming?

Good Game is a terrific crossover in that it straddles both sides of our business incredibly well. Great projects that can capture both sides of Devolver have to be first and foremost high quality and engaging – Good Game does a great job on all fronts. Nine Hour Films is an impressive production team.

How is eSports impacting the type of games you're developing?

Devolver’s focus in the games space is to find unique IPs from independent developers and help them grow their vision. We have cultivated a solid fan base of gamers looking for great, engaging games by staying very centered on this goal. I think if there’s anything to be gained or learned for us if we take a look at professional gaming today is that creating and staying true/serving your culture is the best service you can offer gamers. There’s something inherently authentic about just going out and playing the best game you can, and we feel strongly that delivering the best games we can – in whatever form or genre that takes – helps us succeed for our audience.  

Are there too many MOBAs entering the market? What's the challenge of innovating with games in eSports?

I don’t feel there are too many MOBAs just like I don’t believe there are too many RPGs or Shooter or Puzzle games. Keeping things fresh and not being afraid to be unique is something that is plaguing MOBAs at the moment, but like any other genre there is always going to be critics, copycat games and bad rip-offs. Right now the games that are on top are in their glory days. When World of Warcraft was on top of the MMO space there never seemed to be room for anything else, but today there are several successful MMOs doing quite well. MySpace and Napster weren’t the most favored platforms after something new came along – it’s just a matter of the right innovation at the right time.

A Man Named Austin: A Proper and Gentlemanly Review Fri, 22 Mar 2013 12:47:01 -0400 KnightDehumidifier

Upon my descent into the ground floor of the PAX East 2013 Showroom, it is hard-pressed to find oneself in a state of clear and concise pattern. With flashing lights, loud noises and a plethora of the future of video games striking at all the senses the human body can endure, anyone can be stunned from what to expect. On a "deer in the headlights" moment after handling producst of the independent smartphone gaming clique, an attraction was made towards the GAMESKINNY booth. There, I met a man, named Austin.

Austin appeared to be professional, in casual attire, much to the likes of a wolf in sheep's clothing. His grey shirt, blue denim jeans and the black shoes which appeared as if they were made of leather garnered an ideal that this man chose to not overdo his appearance at this convention, but rather opted for comfort. His height seemed to be on average, perhaps an inch or two shorter than the typical western male, but height is merely an afterthought. His facial hair is currently a beard, so there is an image of maturity present. On a personal level, I was taller than him, but the effective eye contact has made him succeed; eye contact is imperative in any encounter, and he nailed it. To judge a person by his weight is an incorrect thing to speak about, and in my years of writing and analysis, I am currently refusing to acknowledge. 

With a proper introduction, he established that he is looking at me more as an individual, and not as a product put forth in providing financial gain to himself or his company. Any question, even the more absurd and the more reasonable, were brilliantly answered and without hesitation. As the conversation concluded, he suggested that I should post an article on the GAMESKINNY website. At the time of registering, the laptop for which this article is being written with, suffered a technical hiccup. In as short as a minute, Austin managed to access the MS-DOS prompt in order to treat the temporary technical difficulty. He then acquired himself a sandwich that someone gave him via plastic bag and gave me the keys to the metaphorical car that is this video game review website. 

Boasting plenty of experience and an appearance best for conventions, Austin can serve well in most locales. A higher grade would have been given if not for the casual attire, as there is a personal preference for those wearing suits, but that is more of a bias than an actual reason. Austin succeeds far and away ,and prove that people whose jobs are to shill their current wares or products are not just there for your money, but for your heart.

[Editor's Note: Austin is one of our many PAX East correspondents in attendance. Say hi to him if you see him on the convention floor!]