Reboot Tagged Articles RSS Feed | Reboot RSS Feed on en Launch Media Network Quake Champions Reboots The High Speed Shooter Mon, 28 Aug 2017 17:37:01 -0400 Ty Arthur

Much like classic cRPGs had just a few years ago, we're in the midst of a full-blown resurgence of old school FPS games from the '90s era of PC gaming. First there was the resurrected Shadow Warrior, and then against all odds we finally saw the return of Doom when it seemed like that would never happen.

With a new iteration of Unreal and even Duke Nukem on the horizon, of course Quake also had to be in the mix, with the Early Access Quake Champions offering up that oh-so-satisfying "You Fragged So-And-So" feel (which will undoubtedly be preceded and followed by "So-And-So Fragged You" a whole bunch of times).

Retooling A Classic

Quake's odd but entertaining mashup of character and location types returns here, with a dash of Lovecraft and horror thrown into the sci-fi action shooter genre. While frantically killing all your friends, you might notice a few squamous statues, ominous carvings, or even see a tentacle pop out of a wall that very much reacts to being shot.

The arena-style format remains, returning this time with 11 different Champions of varying stats and abilities. There's a wide range of options, like an unholy paladin raised in an evil order as a child, the one lone assassin a species of pacifists had on hand, an interdimensional warlord, a reptilian soothsayer, and an anarchist obsessed with transhumanism who upgrades his own body for the ultimate highs. Oh yeah... did I mention you can play as the Doom guy? That's always a good time.

It's a fun time figuring out the different ways the Champions play, with various tactical options available depending on whether you want to go invisible and pop up behind someone, lay traps, go full force melee, or see through walls to snipe an enemy. I've personally been favoring the hulking Scalebearer, who can suddenly rush forward with a deadly melee strike against anyone not smart enough to stay far away.

There's an interesting mechanic in the spawning cooldowns that hearkens back to the golden shooter days of yore -- before series like CoD and Battlefield existed -- where you are basically opposed to everyone even in a "team" death match. You are always competing for resources against your own team mates, whether that's a weapon, the quad damage upgrade, extra armor, ability timer speed ups, or even the storyline lore scrolls that spawn randomly once per map.

 Plus, giant chained eyeballs

Early Access Kinks

Quake Champions isn't a finished product yet, and that shows in a lot of ways. There are times where it seems like my bullet/rocket/laser has clearly hit someone, but no damage goes up, and isn't clear what's causing that problem.

You will also be in for a fairly long wait on the matchmaking front, and for some reason when I have the options set to search all possible match types to get into a round in a reasonable time (usually around a minute or so), I always get team death match 100% of the time. 

For someone not used to the style on display here, Quake Champions will seem so random and fast-paced that that the newbies will probably be turned off immediately. Currently there's only a single tutorial -- which doesn't even have you fight anyone -- and there's no single player campaign. So there's a huge learning curve and no way to go into a multiplayer match with anything resembling a chance to survive in your first few rounds.

Between the high speeds, longer fire fights, and strafing mechanics, Quake really is skill based. Choosing that "perfect" Champion isn't a guaranteed way to dominate, or even have a respectable kill count. Someone who has mastered the fundamentals is still going to splatter you even if they pick the squishiest Champ from the list.

You need to know when to disengage from a fight, memorize spawn cooldowns, learn when to trigger your Champion ability, and master strafe jumping like nobody's business if you want a kill/death ratio that isn't actively embarrassing (if you don't feel like dying a hundred times to get there, be sure to check out our Quake beginner's guide to start off right).

 Being the biggest doesn't always mean being the baddest

An Odd Business Model

Much like its mashing of various action and horror genre tropes, Champions is trying to be all things to all people. In particular, its going for two groups at once: the casual F2P crowd, and the hardcore fans who want to buy a full Quake game.

As it stands, you can only buy the "Champions pass" (meaning the full game with all the available characters) in Early Access, but on full release there will be a F2P option... with a catch. The notion of renting your preferred Champion for 24 hours through in-game currency is going over like a lead balloon with a big portion of the fanbase. Sure, it's free -- if you only want two characters to choose from at any given time.

While the maligned loot box is just par for the course in modern gaming now, here it feels a little lackluster. The problem isn't loot boxes by themselves, rather its what you get from them in exchange for your in-game or real currency.

While there are runes for challenges that can be randomly drawn, the vast majority of loot is cosmetic only, which doesn't really create a sense of progression. Compare that to something like Gears Of War 4, which frankly doesn't even need loot boxes, but at least those boxes give you new abilities and options in multiplayer.

 There are some awesome outfits in those loot boxes, though

The Bottom Line

There are going to be two camps considering a game like Quake Champions -- the people who just want to pop in and frag, and the people who want to have a strong progression and a reason to keep playing over time. With the lack of a single player campaign and the rent-a-Champion structure, I'm not sure either crowd is going to be perfectly pleased without just buying the full game. 

While there's unquestionably fun to be had in death matches with all the top-speed, rocket-launching shenanigans, in its current state the game feels more like a weekend diversion where you occasionally pop back in for a quick match -- not something that's going to overtake your Steam library as the most-played game.

That being said, if you've longed for the twitchtastic arena shooters where you can dominate with superior skill and map knowledge, there's no reason not to check out this iteration of Quake.

The Secret World MMO Is Relaunching as an F2P Game This Spring Wed, 29 Mar 2017 11:57:49 -0400 Marc Hollinshead

When it first released back in 2012, MMO The Secret World  received mixed reviews. But now, developer Funcom has decided to relaunch the game as Secret World Legends. This new iteration will be free-to-play, and it is due to arrive this Spring.

Legends aims to rewrite the formula of the original title and give players a brand new experience that doesn't coincide with typical MMO tropes. Alongside improved visuals, combat and player progression are being reworked from the ground up to provide many, many hours of "mature storytelling and surprises".  

Players will take part in a supernatural war that enmeshes reality with myth. As they venture further and further into the mysteries of the world around them, they'll have to rely on their character abilities -- and even moreso, their own wit -- to find answers. 

In an official statement on what players can expect from Legends, Funcom said the game will include:

"A highly extensive and customizable arsenal of firearms, weapons, gear and otherworldly powers will give players the strength to battle the forces of darkness as they dig deeper into these vast and mysterious lands. Players can go at it alone and enjoy the over 100 hours of story at their own pace, or team up with others as they explore the world and unravel its mysteries."

The Executive Producer of Funcom, Scott Junior, also shared his own thoughts on the change in direction for the Secret World brand:

"One of our biggest goals in relaunching the game has been to reimagine the core gameplay experience in a way befitting a modern-day action RPG. Secret World Legends features combat that feels more natural, deep systems that are more intuitive, better structuring of the early game for new players, and improved mission flow to strengthen the pace of progression for players."

To accompany the announcement of the game's relaunch, a teaser trailerwas released as well. Check it out below:

Funcom hasn't set a hard launch date yet, but the Spring release window means we should be hearing more soon. Stay tuned to get all the latest info about this game as its re-release draws closer. 

Did you play the original The Secret World? How do you feel about the transition to Secret World Legends? Let me know in the comments!

5 Things That Made The Tomb Raider Reboot Great Sat, 07 Jan 2017 10:00:01 -0500 Rob Kershaw

Like most gamers I know, I have a backlog of unplayed titles. A lot of it is garbage in my Steam library, which I've picked up from sales and piled into the list, like a digital zookeeper mucking out an elephant house. Some of it is made up of stuff that I look at occasionally, think of installing and then realize it probably isn't worth the effort.

Then there are games like Tomb Raider.

I know, I'm late to the party. How I managed to overlook this gem, I'm unsure. It's not like I didn't purchase it. The GOTY edition has sat patiently in shrinkwrap on my Xbox 360 shelf for more than two years, just waiting to catch my attention. It never did. Fast forward to a living room containing a shiny new PS4 Pro, and a copy is thrust into my hands from a good friend. "You need to play this," he said.

I did. It was brilliant. Here's why.

1. The Controls

You can make a game as flashy as you like, as beautiful as you want and as epic as your imagination can handle. But if it handles like a Dodge Nitro on a road made of treacle, you've already lost. It's the introduction to the game's world, a player's first experience of its agency. How a game actually plays is going to be one of the overriding things you take away from it. 

In this respect, Tomb Raider absolutely nailed it. Everything felt intuitive, right from the start, and it didn't let up. Running, leaping, climbing, sliding -- it was like I had muscle memory without putting the effort in. Then came the kicker -- switching weapons by actually saying their name. Going back to the Uncharted series after this will be pretty tough.

2. The Combat 

I may be in the minority here, but I'm not overly enamored by Naughty Dog's gunplay. Both The Last of Us and Uncharted were great games, but for me, that was in spite of the combat, not because of it. Crystal Dynamics took the building blocks of Nathan Drake's world and added a smoother, leaner experience. Gunfights felt genuinely exciting and natural, unlike certain Uncharted encounters, which felt like whack-a-mole sequences you had to endure.

Even the hand-to-hand was above average -- remarkable for this genre, and spoiled only slightly by a hyperactive camera. The environments were littered with opportunities to blow up oil drums or bounce grenades from. The bow was truly wonderful to use in stealth and felt satisfying to boot. The rest of your arsenal was small, but each handled magnificently and exactly as you'd expect. It was, like the controls, intuitive.

3. The Progression

It's not an RPG, but that didn't stop Tomb Raider from throwing a few light elements into the mix to keep things interesting. Salvage is the game's currency, which is used solely to upgrade your gear. Each piece is delivered to you in good time once you've become comfortable with the preceding weapon. But things ramp up in the latter third of the game, when you can start spending your salvage on all kinds of crazy add-ons.

The great thing about the upgrades is that they feel like natural enhancements to what came before. As you explore, you'll also come across pieces of weaponry that Lara can combine to improve her kit. Normal arrows are replaced by fire arrows, followed by napalm arrows, and then explosive arrows. Gun upgrades are handled in a similar way, and if you can skip over the fact that perfectly working shotgun parts can be found in abandoned temples that haven't seen a human for a thousand years, there are plenty of options to enjoy.

Lara also improves her own skill-set through the game, by collecting experience points that can be spent on abilities. Do you want to become a close-combat specialist with brutal finishing moves or hone your ranged attacks? There are plenty of choices, and this flexibility also adds to the game's replay value. You're unlikely to unlock every weapon option or skill on your first playthrough, and thanks to an abundance of side missions, there are plenty of reasons for the OCD gamer to return and collect every last trinket. I'm not usually a fan of this kind of Assassin's Creed-style busywork in games, but if it's done right (see also: Dragon Age: Inquisition), it's almost compulsive. 

4. The Story

What is an action-adventure without a compelling narrative? Tomb Raider stands out from its predecessors by giving the player a genuine reason for Lara traversing uncharted lands. Better still, they give her an evolution of sorts, letting you see her morph from a frightened young woman on an exploratory trip into a weapon-wielding bad-ass by the time the credits roll. The leap was a little sudden, but it was necessitated by the gameplay and didn't jar as much as I'd expected. The reason for staying on the island, the tasks you had to accomplish, and the overarching plot all made sense.

Well, perhaps not the supernatural QTE-heavy finale, which wasn't totally explained in a satisfactory way, but I forgave it nevertheless. In this case, the journey is probably more important than the destination.

The collectibles also feed into the story, bombarding you with missives from cultists, journals from WWII-era soldiers, and private diaries from your crew. The tale isn't complex, but it's told well. 

5. The Characters

Coming into Tomb Raider blindly, I wasn't ready for such a wide cast of characters. Nor was I expecting them to be as well-developed as they were. The crew of the Endurance is an appealing bunch: a gruff northern English captain, a Scottish hard-man, a Polynesian who believes in the paranormal, a fame-hunting archaeologist, a plucky best friend... each of them have their part to play in the story.

The moments that stood out to me the most were those of self-sacrifice, since the game expertly established through video clips that the ship's inhabitants were a tight-knit bunch, making losses even more painful. Uncharted may have set the scene, but I much preferred Roth as a supporting character to Sully. Nathan's companions felt a little like window dressing at times. In Tomb Raider, everyone was important; everyone had a job to do.  

Yet it's Camilla Luddington voicing Lara Croft who deserves the most plaudits. She imbues the titular heroine with every conceivable emotion, and you're dragged through the wringer as Lara's journey progresses. Her campfire journals allow for poignant reflection, and her loyalty to her friends - especially Sam - is never in question. When she finally reaches the end of her tether and decides to let loose with her arsenal whilst screaming "All right, you bastards!", it's a fist-pumping moment. 

Moreover, and most importantly, Lara finally moved beyond her top-heavy hypersexualised iterations of previous games and became the strong female heroine that the videogame community -- still rife with misogyny -- needed her to be. Crystal Dynamics were rightly applauded for Lara's reinvention, and the slew of awards they picked up were fully justified. 


I've deliberately avoided talking in detail about the previous versions of Tomb Raider in this piece. Whilst many are obviously now dated, I found the ones I did play to be poor from a story perspective, average in execution and generally a case of the character being more important than the product. For me, this was the Lara Croft that I'd always envisioned, a fully rounded character in a superbly realized world. The true embodiment of a wonderful reboot. Now, onto the sequel...

What are your thoughts on the Tomb Raider reboot? Let me know in the comments below! 

Why Modern First Person Shooters Need a Reboot Thu, 29 Dec 2016 03:00:02 -0500 Caio Sampaio

The video game industry presents players with a vast range of genres, including Real Time Strategy, Massive Multiplayer Online, Puzzle and, of course, First Person Shooters (FPS), which was the most popular genre of the gaming universe in 2015, according to Statista.

2016 produced innovative experiences in the FPS genre, including Overwatch, Super Hot and Titanfall 2. Battlefield 1 provided players a quality production as they battled their way through World War I, but not everything was positive about 2016.

On the other side of the spectrum, this year has also given birth to forgettable games, such as Homefront: The Revolution and Call of Duty: Infinite Warfare. The industry should take the problems with these games as a wakeup call to create new design philosophies for FPS titles, because despite the aforementioned innovative productions of 2016, this genre has become stagnant, relying mostly on the same old tricks over the years. 

Considering that we live in a world that is constantly evolving, the FPS genre may lose its popularity if it fails to change along with the rest of society. With this said, whilst the genre is still the most popular, the industry must plan ahead and start thinking of ways to revolutionize this type of game.

What type of change am I talking about?

“There needs to be a reboot” is a broad statement, so let me break it down.

First, we must acknowledge that the industry should not deviate from its roots. This may sound as a counterintuitive statement, given the thought constructed in the first paragraphs of this article, but the idea is to improve from what the genre has done right and rework the sectors that were neglected over their years, in order to create an experience that balances innovation with a taste of the good old days.

In order to understand which elements of FPS need to change, we can take a look at the “8 kinds of fun,” a list created by the game designer Marc LeBlanc to describe the eight reasons why a player feels motivated to continue playing a game.

  1. Sensation: the use of sensorial inputs, sound and sight, in order to evoke emotions on players.
  2. Fantasy: the power a game has to allow players to perform tasks they cannot in real life.
  3. Narrative: makes players follow a story, in order to give a purpose to the actions performed in the game.
  4. Challenge: the obstacles players must overcome, in order to progress in the game.
  5. Fellowship: the interaction a player has with other players or with NPC characters.
  6. Discovery: the games as an unknown world, which the player must explore. This applies to both the universe of the game and its mechanics.
  7. Expression: games allowing players to express themselves. Minecraft is the best example, as allows players to create virtually anything they wish.
  8. Submission: a game cannot be challenging all the time, otherwise it will drain the player. “Submission” stands for the moments in the game that allows players to relax therein.

Now that we have a good idea of what elements constitute a game, we now need to analyze which are working well in FPS games and which need to change.

In the book Rules of Play, Katie Salem and Eric Zimmerman explain that whilst most FPS games perform well in regards to “sensation”, “fantasy” and “challenge”, they lack “expression”, “narrative” and “fellowship.”

These three elements offer good guidance on what to aim for in the FPS games of the future, but one game from the past has worked two of them with perfection -- narrative and fellowship.

I am talking about BioShock.

On November 8th, I published an article here on GameSkinny explaining which design techniques from BioShock should have been carried over to BioShock Infinite. Now, I will take the same approach and explain which lessons developers should learn from BioShock, in order to take the FPS genre to new heights, by implementing changes, but without altering their formula drastically, in order to prevent them from losing their identity.

"Human" enemies:

In BioShock, players fought mutated human beings, known as Splicers. In appearance, they resembled zombies. In most FPS games; on the other hand, the player faces soldiers, who are mundane in their looks. The enemies in BioShock; however, felt more human.

In several occasions throughout the experience of BioShock, the game presented players with the opportunity of observing the enemies from a distance.

Through actions and dialogues, players could get a glimpse on their stories and personalities, thus adding depth to their characters and to the universe of the game. This humanized feel made the enemies seem as real people, as opposed to simple shooting targets. By killing them, players felt they were reaping a life.

The best example of this technique in action is the Big Daddy. It looks as a monster, yet players can easily create an emotional bond with them, because it will not attack unless attacked first. This gives to the audience the opportunity to simply follow and observe its relationship with the Little Sister. What they do and the sounds they produce, communicate plenty about who they are and what their personality is.

This element is rarely present in most FPS games, which leads to the notion that the foes are nothing but lifeless bots, with the sole purpose of serving as a statistic of how many soldiers the player murdered throughout the game. Ideally, the game should allow for stealth gameplay mechanics, in order to permit the player to eavesdrop on conversations and witness the activities of the enemies.

The more the player knows about the enemies, the better, for this will allow them to have a deeper emotional connection with them, thus making combat more meaningful and improving the overall experience by creating a deeper universe, populated by real people, as seen in BioShock. There are other methods to achieve this objective and they work in conjunction, as the next topic explains.

Character design:

What you wear communicates a lot about who you are. This principle holds true whether the subject is a real person, or a fictional character. Foes in BioShock wear a vast variety of outfits and each one tells a bit, regarding who that person once was, prior to the events of the game. In BioShock this principles serves the purpose of reinforcing the notion that the enemies are real people, with lives that went wrong.

In most FPS games; however, the majority of enemies are soldiers, who wear uniforms. Their standardized appearance works against the overall experience, because it makes them feel as lifeless characters; bots that only exist for the player to slaughter, one by one.

In order to avoid the said scenario, developers of FPS games could change the main enemy of the game, which would add variation in clothing, thus making the enemies more human and, as previously stated herein, add depth to the experience.

Less is more: 

Through the two techniques presented herein, BioShock created unique enemies, who engaged the players in memorable fights. Each time players entered a battle was an event unto itself and they rarely encountered more than one enemy at once. This allowed the game to implement its vision of communicating to the audience that the citizens of Rapture are people as well. With few enemies on screen at the same time, it is possible for the player to listen and observe them; which would be impossible if dozens of enemies populated the area.

In most FPS games, on the other hand, enemies may appear by the dozens, which makes it impossible for the player to get an insight on who they are. Without this contextualization, the human aspect is lost, thus making fighting them a less appealing task. While BioShock emphasizes the importance of the battles by means of their scarcity, in Infinite, combat occurred often, thus making it lose its significance, due to repetition. As the saying goes “if everything is highlighted, then nothing is.” This is not to say that in order to make defeating foes a more appealing task, all developers need to do is reduce the number of fights.

This approach worked in BioShock due to the number of areas the player could explore apart from the main course of action of the story. This gives to players an interesting thing to do while not in combat, whereas in most FPS games, the lack of locations for the audience to dive into, in order to uncover details of the city, did not give much for the player to do asides from proceeding with the story and fighting with enemies.

With this said, in order to create a more meaningful combat experience in BioShock Infinite, the developers could have reduced the number of fights and enemies, whilst expanding the map of the game, in order to incentivize exploration. There is; however, another element from BioShock that would need to be implemented, in order to make this approach work.

The final touch:

The aforementioned topics explained how to improve “narrative” and “fellowship” in FPS games, but there is still another element left to be revamped -- “expression.”

While most people think of player expression in terms of choice-driven narratives, in Telltale fashion, creating this type of experience would consume significant financial resources and given that FPS games are already expensive as of now, adding the expense of building a story based on the choices of the players, would perhaps be a burden many studios cannot afford.

There is another way; however, to allow players to express themselves without implementing choices in the narrative. The game can present players with the opportunity to choose how to tackle combats.

When players think of this premise, they often consider open world games, but the expense of crafting a living universe can be another burden some teams cannot carry. Luckily, there are other methods to allow players to create their own fighting style, thus improving the “expression” factor of FPS games.

A game has done that with mastery -- F.E.A.R.

Despite being a corridor shooter, the level design of this games branches out in several ways, allowing players to observe the enemy and pick the best route, in order to have a tactical advantage. This may seem as an element that benefits the player, but there is a problem.

The enemies can use the same possibilities in their advantage, by using the various paths available to flank the player, which makes the route the player chooses even more important.

This game can teach a lot to modern shooters, because it presents players with meaningful choices, not in narrative, but in tactics and if the FPS genre will endure the testament of time, this is a title that must be used as inspiration.

The solution used in it to allow players to pick their own fighting style was not only relatively easy to build, but also smart, proving that if developers want to add choices to their games, creating smart content, instead of simply creating more content, is the key.


The FPS genre dominates the market today, but this fact cannot be used to reject change. We must remember that the world is constantly changing and the entertainment we consume must change along with it.

In nature, an animal that fails to adapt to a new environment becomes extinct eventually. The same principle applies to the FPS genre. If innovation therein becomes stagnant, it will perish one day. It may take a year or perhaps ten, but the bomb will explode one day.

With this being said, developers must dare to innovate in their designs, in order to please the audiences of today and prepare for the new demands of tomorrow. This will not be easy a task, but it is an urgent one.

Evolve or die.

6 Other Platformer Stars Who Need to Hop on the Remake Bandwagon Mon, 26 Dec 2016 06:00:02 -0500 Janette Ceballos

Abe’s Oddessy, DuckTales, Tomb Raider -- all these franchises were beloved by gamers enough to be brought back in the modern day. And it’s been great. With improved visuals, gameplay, and a nostalgic factor, most reboots have been doing well enough to inspire even more reboots and remasterings. (Even in spite of some massive failures like Mighty No. 9.) Sometimes, that’s what a good franchise needs.

So what other games could benefit from the reboot fad? We can think of quite a few...

Chip n’ Dale Rescue Rangers

Considering how DuckTales Remastered proves you can add to these sidescrollers while still keeping the core of the game, this one could work too. Both the original and the sequel were incredibly popular in their time, so it’s not too crazy of an idea for Disney to release updated versions of one of their most popular games.

The cooperative play of this sidescroller is what players enjoyed the most. Being able to lift and toss boxes and each other was always a fun time, and a return to simple two-player might be a welcome change of pace from online multiplayer. What I would love to see in a reboot is a little more challenge added to the boss battles, adding special abilities that let the other characters be playable, adding a more adventure-y feel like the old cartoon had. 

Ape Escape

This was a weird 3D platformer about monkey armies, butterfly nets, and time travel that came out for the PlayStation. It was fun going around different time periods, using cool gadgets, and trying to stop the monkeys from destroying human history.

While the latest game came out in 2010, the series could definitely use a reboot. Going back and improving on the original platforming mode would be better than going the motion-controlled route. Plus, updated graphics would be nice. You can even incorporate some of the PlayStation 4’s online mode to create multiplayer challenges people would enjoy.


People love a challenge, and this was a game that notoriously delivered. The 2D sidescrolling beat ‘em up offered no save points and only three lives. It was a challenge to get through one level, let alone the entire game. Every combo and attack was the difference between seeing the end and having to start over.

Plans for a 2013 remake were dropped, which is a shame since it would do well in the current market considering the popularity of Super Meat Boy and similarly challenging games. It’s nonsensical, creative, and has the right amount of 90’s oddness that would make it appreciated today.

Ghost n’ Goblins

This one’s even more difficult than Battletoads in terms of gameplay, but is still regarded as one of Capcom’s best sellers. With maze-like stages and relentless armies of monsters on your heels, the game tests just how good of a player you are. Like Battletoads, the challenge it poses to players will be the main draw in a reboot.


Let’s be honest, it’ll only be a matter of time before this happens. With Skylanders being such a commercial success and Crash Bandicoot getting a remastered edition, this is a logical step for the franchise.

It would be fun to have a reboot in the adventure platformer style of the original game or Year of the Dragon, where you could explore the bright and magical worlds for hidden gems and secrets. You wouldn’t even need to add a long, detailed legend or gritty story plot. Just have the purple dragon explore and save other dragons in weird new worlds with weird new friends from Skylanders.


Originally released for the Nintendo 64 in the early 2000s, this platformer was a fun and addicting collect-a-thon in the same vein as Donkey Kong 64. The memorable characters and fun world ripe for exploration kept people coming back for more. It’s got a spiritual successor in the upcoming title Yooka-Laylee -- but if somehow a full-blown reboot could be made, people would love it.

There you have it...a few old classic games that could benefit from a remake. Whether it’s because of neat mechanics, fun worlds, or for just being well-made platformers, all of these games deserve the reboot treatment. In any case, the reboot craze is showing no signs of stopping, so we might as well enjoy the nostalgia-driven ride.

What sorts of games would you like to be brought back in a modern reboot, remastering, or remake and why? Be sure to let us know in the comments!

Pirates Online: Dead Games Tell No Tales Sat, 29 Oct 2016 06:57:49 -0400 Capt. Eliza Creststeel

Some players don't take defeat easily. And neither do some pirates apparently.

Originally announced by Disney Interactive in 2005, Pirates of the Caribbean Online was planned to release in 2006 to coincide with the second and third Pirates movies. The MMORPG was set in-between the films, likely being made to help maintain fan buzz as well as be a part of Disney's Online Theme Park.

Players portrayed customizable pirate characters and interacted with NPC characters from the films. The game included a single-player story with cinematic cut scenes, player vs. environment and player vs. player action, sailing, plundering and numerous mini-games.

However, due to multiple delays it didn't open until October 31st of 2007.

Despite the setbacks, a dated graphics engine, some starting bugs and what appeared to be a somewhat unfinished product, Pirates Online was fairly well-received by players and critics.

It won the Game Industry News' Online Game of the Year and a Parent's Choice Foundation Award.

But, long times between updates and fixes, a notably short single-player story, growing problems with player hacks and what was perceived as limited customer support meant more and more pirates hung up their cutlasses.

Those that stayed until the bitter end, however stood loyal before the mast, ever hopeful to what waited beyond the horizon. There were even petitions to try and persuade Disney to let the voyage continue.

Out of the Mouse House

Disney Interactive had created a series of MMO games including the original ToonTown (2003), Pixie Hollow (2008) and World of Cars (2010). However, on September 19th, 2013 - all of them were closed for good. Disney had made the corporate decision to get out of ALL in-house game development. Opting instead to license their properties to other companies.

This greatly reduced their financial risk and obligations while still generating income due to their popular products. 

But, some fans of ToonTown didn't take it lying down and resurrected the game on their own private servers; the most popular being the free-to-play ToonTown Rewritten.

You can read more details about their efforts in this 2014 Bloomberg article, "Disney's Defunct Toontown Remade by Unsanctioned Teen."

Attempts have also been made to bring back the popular Pixie Hollow. And Disney games are not alone. Sure, many games have seen their share of fan-made mods and hacks but quite a few titles have been re-born because dedicated players did not want to see them go.

Notable among them is Black Mesa, the Half-Life hi-res reboot, Thief's Dark Mod and fan favorite GoldenEye Source; which took the original James Bond first-person shooter and built it into a Half-Life engine.

In the three year interim since Pirates of the Caribbean Online closed, several groups have tried to resurrect their own beloved game. Now, two such groups, The Legend of Pirates Online and Pirates Online Retribution seem to have come the closest.

All Hands on Deck!

The process of bringing a dead game back to life has numerous struggles; the coding and programming being just one facet.

Your GameSkinny pirate amazon had a chance to interact with the Legend of Pirates Online and Pirates Online Retribution teams about what's it taken so far. They took some time out to field questions and give feedback.

Eliza Creststeel: To start off, what are your team member's background in game development?

Pirates Online Retribution (POR): "We don't want to disclose too many details for the sake of protecting the identities of some of our staff members. That said, myself, and the co-founder are both Business CIS students at prestigious universities. Two of our developers are MIT students, and the others (as mentioned previously) do not wish to disclose this information."

The Legend of Pirates Online (TLOPO): "Assuming you are asking the experience of all individuals on our staff that are working to create the game, I will start there. Several team members have a solid background in graphics and animation, either because of school, work, or just a hobby. Others have a background in customer support for the same reasons. Many team members enjoy writing and have been added to our Storyline Developer team. The developers all come from all kinds of technological backgrounds. Many of them have a dying passion for Computer Software and/or Hardware and have a natural niche for programming."

EC: Are there any potential legal or copyright issues?

TLOPO: "There is because we have not contacted Disney for permission to copy their game. However, we are doing the best we can to not step on Disney's toes, such as making the gameplay completely free of charge so that we don't profit off of their idea."

POR: "[No.] In fact, Disney encourages emulation projects as it keeps their fan-base in the loop without costing them a penny. Furthermore, two of the original developers for ToonTown have actually joined ToonTown Rewritten.

We hope that in the future, we will be able to convince some of the original POTCO devs to join POR!"

*NOTE: The consensus among groups recreating Disney's MMOs is that as long as their projects are non-profit, the company would not pursue any legal recourse to cease and desist. So far, this has held true.

EC: What are the struggles working on your own time and money?

POR: "It's very challenging at times balancing and managing expectations since this is completely non-profit. We work as hard as we can, whenever we can."

TLOPO: "We have a few members of the team that have volunteered to pay for the expenses. Those members have faithfully been doing so, and have stated that they will long term... Pretty much every member of the staff has to work around school, or work, or family obligations, or a combination of those. Where one staff member is lacking because of these priorities, another will step in and help out."

EC: What did it take for the team to obtain the materials Disney created?

POR: "We had to de-compile the original Pirates Online client. All of the server code was written from scratch, and the vast majority of the client had to be completely reverse-engineered."

TLOPO: "Much of it was obtained thru the files that were downloaded onto one's computer when installing POTCO. This is known as the "client side" of the code. All of the "server side" was written from scratch by our developer team."

EC: Pirates Online was not a huge financial success, but the player base is very loyal, how do you balance satisfying the original players?

TLOPO: "By recreating the game just as POTCO had it. However, in some areas we are making improvements. For example, we are fixing bugs and glitches that Disney never got around to fixing. Also, we are putting a lot of hours into customer support to make sure that the community's questions and emails are answered truthfully in a timely manner."

POR: "We immediately made the game available to everyone without any restrictions. We have already implemented several brand new features that did not exist in POTCO such as factions, dual cutlasses, boarding axes, Jolly Roger Island, and Davy Jones."

EC: Your games will be Free-To-Play, do your teams have any thoughts about developing an original commercial product down the road?

POR: "POR will always be free-to-play. We are currently working on a second project called PO2 (Pirates Online 2) which will be a revitalized version of POTCO made on a newer gaming engine. However, this game will also be free-to-play."

TLOPO: "No. This game is Disney's idea, not ours."

EC: Are there elements in the original game you cannot bring back?

TLOPO: "Some things may take a lot more hours and effort to bring about, but they will be in TLOPO."

POR: "We won't be able to restore your old pirates that you had on POTCO since we do not have access to Disney's Astron or mySQL databases. However, everything other than that will be in POR!"

EC: Also, older versions of Pirates had different versions of islands as well as other elements. Was there anything in the previous versions the team wanted to bring back or might?

POR: "Yes. We intend to bring these back. We intend to have some servers designated for the old islands, and some for the new islands."

TLOPO: "Those are always a possibility. Our goal is to make TLOPO as smooth, and lag-free, and fast as possible. When Disney at some point had two different ways of, say, creating a building, we will most likely choose the one that fits the goal mentioned above."

EC: Will you be able to complete things like The Kraken, which never saw live play? Or Jolly's Island, etc.

TLOPO: "Right now, we are primarily concentrating on creating TLOPO to be just like POTCO was when it closed. [We're adding a new] island containing its very own storyline, new enemies, etc. I am unable to provide more details on it at this time."

POR: "Yes. We intend to implement these things within a few months."

EC: What parts of the original did the team members love most?

POR: "SvS, PvP, Guilds, Sailing, Looting."

TLOPO: "PvP, SvS, quests, looting, and being on the leader boards."

EC: Any parts you didn't like about the original?

TLOPO: "Ha ha, pretty much only those features that are difficult to create code-wise. The team enjoys POTCO as it was just like any other fan, otherwise they wouldn't be here sacrificing their time and money."

POR: "The gaming engine (Panda 3D) is extremely outdated and somewhat obsolete, which makes it hard to find people willing to want to work on the project."

EC: What other games do you team members play?

POR: "ToonTown Rewritten, Elder Scrolls Online, Total War series, etc."

TLOPO: "Quite a few. Star Wars: The Old Republic, World of Warcraft, Lord of the Rings Online, Minecraft, etc."

Give Us That Horizon

Legends of Pirates Online and Pirates Online Retribution were not the only teams trying to recreate their favorite game. Other groups made similar efforts. But, it appears that TLOPO and POR may have made the most progress and continue to move forward.

In fact, players can try Pirates Online Retribution's open Alpha right now. Legends just opened their Beta test. You can find more information on either game at their websites and forum pages:

And if you were a Toontown fan, check out Toontown Rewritten

Do you have a favorite game you would like to see rebooted? Did you play the original Pirates Online? Are you awaiting it's return?

Waiting for Catalyst Fri, 03 Jun 2016 05:30:01 -0400 Joey Marrazzo

It was November of 2008 when EA and DICE released an unknown game titled Mirror's Edge. It was created because the developer wanted a fresh new game that no one had seen before. I was in high school at the time. I only played Madden NFL, Call of Duty and Grand Theft Auto and I was scared to try new games because I didn't want to spend my money on a game I wouldn't like.

After school one day, my friend and I went to the local game store because we wanted a new game to play. We didn't want another sports game or another typical shooter. We wanted something new -- something that we had never played before. That was when we found Mirror's Edge.

I explored the game box and found out what it was about -- a runner named Faith, whose main mission was to deliver messages without government surveillance. The description didn't sell me on the game, but when I saw that it was all first person, I decided to give it a shot. I put the disk into my Xbox 360 and entered Faith's world. Jumping off of buildings and using parkour to move over rooftops was something I never knew I would enjoy so much. While the story was on the short side, the gameplay and graphics were beautiful. The city that Faith was jumping and running around was breathtaking. The color schemes were simple and made the objectives clear.

Once I finished the campaign, I was ready for more because Mirror's Edge had just become my favorite game of all-time.

Fast forward 5 years.

I had just finished building my gaming PC and started buying games so I can take full advantage of it. The first game I purchased was Mirror's Edge. I had already played it and knew what was going to happen, but I felt that this game deserves to be on my computer. When I decided to play it again, it felt like I was playing it for the first time. With each jump, I felt myself jumping with Faith, with each runaway scene I felt like they were actually chasing me.

After I finished it again, I started thinking about why there hadn't been a sequel yet. Sure, it didn't sell as many copies as a Call of Duty or Grand Theft Auto would, but there were plenty of other gamers that loved this game just like me.

Then that same year at the Electronics Entertainment Expo, EA put on their conference. I was watching at home with my friends. In the middle of the conference, the lights dimmed, a new trailer started to play. A girl getting a tattoo on her arm.

I started to think that this isn't happening, could this be? Then the video cut to gameplay of the new Mirror's Edge.

I jumped out of my seat with excitement as the trailer showed footage of a game that I have been waiting for since 2008. I was filled with joy as EA confirmed a new Mirror's Edge title was in the works. They didn't give out any other information at the time. It wasn't until 2015 that they announced that this game would be a reboot of the Mirror's Edge universe and it would be titled Mirror's Edge: Catalyst.

In early 2016 there was a closed beta for this anticipated game. I was lucky enough to play it -- and I didn't think that this game could have gotten better, but it did. It looked gorgeous, the running was fantastic as always, and the fighting sequences seemed to play out much more smoothly. This game is what all Mirror's Edge fans have been waiting for, and I know that this new title will welcome new gamers to the City of Glass and to the world of runners.

I have faith (pun intended) that when this game comes out on June 7, the City of Glass will be filled with fans of the original and new fans that will fall in love with this game like I did in 2008.

Top 5 Most Unnecessary Video Game Reboots Thu, 19 May 2016 04:26:11 -0400 ChrisDeCoster

Dungeon Keeper (2013)

The mobile platform should have been perfect for this 1997 strategy classic. Unfortunately, while the original exclusively focused on the single player, the 2013 remake turned out to be just another Clash of Clans knock-off, one with such a reliance on microtransactions that it's completely unplayable without dropping a ton of cash. Satan himself would be pleased.


What other reboots tried and failed to revitalize their franchises? Let me know down in the comments!

Sonic Boom

While Sonic's had plenty of bad games, including the infamous Sonic the Hedgehog (2006)Sonic Boom united fans and critics alike from the very beginning when the new character designs were revealed. This, coupled with the game being rushed out and hitting store shelves in a glitchy, unfinished state, makes for one of the Blue Blur's worst outings yet. Meant to begin an alternate continuity that includes a kid's show on Cartoon Network, this game proved dead on arrival, almost killing the spinoff franchise outright.


Not only that, but why isn't Sonic fast in this game, and why can he only carry a hundred rings?  

Syndicate (2012)

Yet another example of a series that latched onto a fad at the expense of what made the original unique, Syndicate (2012) changed from a top-down tactics game with an emphasis on player freedom to a run-of-the-mill first person shooter with some roleplaying elements.  While it had some unique features, such as the ability to hack into enemies minds and control them, fans of the original tend to give this one a pass due to the change in genre, and fans of shooters gave it a pass because of the amount of other, better shooters to play.

Bomberman: Act Zero 

Who would think that taking a classic, arcade-style series like Bomberman and setting it in a grim, post-apocalyptic future would be a good idea? Apparently someone did, because Bomberman: Act Zero is exactly that. Not only is the game to serious for its own good, but the gameplay is poorly balanced and unreasonably difficult (ninety nine levels with one life and no continues). And it offers almost nothing new to the franchise. In fact, it removes offline play -- arguably one of the most beloved features of the franchise.

DmC Devil May Cry

While not a bad game in its own right, DmC Devil May Cry alienated fans of the series with how different it was from the earlier games.  Replacing the cool fantasy world with what appeared to be a modern reimagining of They Live might have been one thing, but the changes made to the iconic series protagonist and the general tone of the story proved too much for many fans of the series.  


And while the trippy level design, awesome soundtrack, and fast-paced combat may have been loads of fun, let's face it: no one wants to see Dante's awkward teenage years.


Reboots can be a great way to get new players into a series, while also reminding fans why they fell in love with the franchise in the first place. However, some reboots can tarnish the names of a series by throwing out what fans love in an effort to cash in on fads, such as making a light-hearted game into a dark, gritty mess.


Here are five games that tried (and failed) to reboot their franchises.

DOOM is out in the next 24 hours - We are all DOOMed tomorrow Wed, 11 May 2016 19:30:01 -0400 Pierre Fouquet

With DOOM 2016 releasing worldwide tomorrow, who's ready to bash some hell spawn, other space marines, or simply blow everything up while circle strafing? Maybe you just want to make some maps? Either way, you're covered.

doom 2016 reboot id software bethesda softworks

Guns, Maps, Speed, Smash, Create

All of the classic DOOM guns are back, the Combat Shotgun, the Heavy Assault Rifle, Rocket Launcher, and even the BFG (Big F***ing Gun, for those too young to know).

The Hell Knights, Imps, Cyberdreams and many more enemies are more than happy to lay down their lives for you. All have been redesigned to look scarier and meaner than before.

When it comes to the multiplayer of DOOM 2016, the core of what made the original multiplayer so great is still there. The fast combat, the awesome guns, the cool power ups. With a bonus ability of clambering up ledges, you will be able to reach heights which were not possible, and move even faster. This all adds a whole lot of verticality and speed to the game.

Where DOOM 2016 won't support mods out of the box, there will be a nice map editing tool called "SnapMap". It will allow easy creation of new game modes by allowing you to apply your own logic to current game modes. You can also edit currently maps, and change them up to work better for how you want to play. It sounds like the Unreal Tournament style modifiers are now supported within the game, not just via mods -- which is very nice to see. Using "SnapMap" you can also instantly play, and share your creation with friends or the world.

DOOM is out tomorrow, May 13, for Windows, Xbox One, and PS4.

The Modern Day Reboot: What we can learn from Bethesda's successes Sun, 24 Apr 2016 16:20:09 -0400 Donald Strohman

Reboot is a term that sends a chill down many people's spines. When a market has become so dependent on well-established franchises, as opposed to trying to reinvigorate the genre by creating a new franchise, things tend to feel a bit overstuffed.

The entertainment industry has become so over-populated with reboots and or re-imaginings that anything original or inventive nowadays feels like holy intervention. However, most consumers would agree that as long as the products are good, it doesn't matter how many chapters are released in a franchise. This is where Bethesda Softworks succeeds with flying colors.

The last few generations of consoles have been a massive testing ground to see if certain game characters and their core mechanics still work with the ever-changing industry. Classic franchises like Mega Man, Earthworm Jim, and Paperboy have basically died off because their journeys into 3D territory couldn't match the quality standard they were known for in 2D.

Even the seventh generation of consoles, consisting of the PS3, Xbox 360 and Wii, was a giant laboratory for publishers to experiment on. Remember classics like Golden Axe: Beast Rider? Perhaps the 2010 reboot of Splatterhouse? If none of those ring a bell, what about the massive success that was Sonic 06?

All of these titles have two things in common:

  1. They failed to reinvigorate their franchises with the success of yesteryear (even though Sonic games are still made, few of them are of a notably good quality)
  2. They're all terrible.

Yet, with Bethesda Softworks having reworked the Fallout series to critical acclaim, reviving the Wolfenstein franchise with The New Order, and even releasing the rebooted Doom in early May, it's evident that Bethesda knows how to get a proper remake out the door. Since the gimmick of a reboot isn't leaving anytime soon, we might as well demand them to be as top quality as possible, instead of getting another Duke Nukem Forever. With this in mind, what has made Bethesda's recent reboots such a resounding success?

1. Quality, Quality, and QUALITY.

The Elder Scrolls and Fallout have been some of the most critically acclaimed series in gaming to date. With entries such as The Elder Scrolls V: Skryim and Fallout 3, it should come as no surprise that the majority of Bethesda games released nowadays have to meet high standards. Sure, every now and then you get something unsuccessful like Brink, but those little missteps aren't enough to offset the impact Bethesda has left on the market today, and it's because of these quality games.

The worlds of Skyrim and Fallout 3 are vast and endless, giving players numerous hours of content to enjoy. You can tell this company cares first and foremost about making the best games possible. For example, as with the recently closed Doom 4 Open Beta. Players from around the world were able to come together and enjoy a free multiplayer mode for a few days, helping the developers figure out what all needed changed before the release. While the majority of reactions were positive, some did point out that a few guns needed to be balanced out more (especially the Static Rifle, which many proclaimed as "useless" in multiplayer modes.) A lot of developers don't care about releasing the best game possible so much as releasing it as quickly as possible, but Bethesda Softworks is one of the select few that do wish to make these games wonderful.


2. Change is Good!

There's a reason Fallout 3 was such a resounding success, and something like Space Raiders on the Nintendo Gamecube wasn't. Bethesda Game Studios took what made the original games so good, and improved them in multiple areas (graphics, aesthetics, core mechanics, etc.) They even added some new game-play elements, such as the VATS targeting system, to set Fallout 3 apart from previous installments. Space Raiders just took Space Invaders and put it into 3D, doing nothing inventive or creative with the core mechanics. If you're going to reinvent a series, don't just copy and paste a previous title for the modern generation. Take what made these titles so good, but improve and upgrade it to the point where the audience should feel this entry was absolutely necessary.

3. Never abandon your fan base.

Listen up Capcom. Players have been asking for a new Mega Man game for years now, but you've decided to stew on your franchises because you drove them into the ground a while ago. However, that's not to say there has never been a bad Fallout game, just look at Brotherhood of Steel on PS2. You learn from your mistakes, and you move on. Also take note Konami, especially with 90% of your fan-base despising you after parting ways with Hideo Kojima. Your companies have all these franchises to explore in a new generation of gaming systems, but instead you're cancelling Silent Hills or releasing a half finished Street Fighter V. Do you know how many shock waves would be sent around the world if Fallout 4 had been cancelled? 

4. Use past mechanics as back bone, not as a gimmick

The biggest complaint I heard about the 2010 reboot of Splatterhouse was those side scrolling levels. As a bit of an homage to the original titles, Bandai Namco decided to include the aforementioned levels that fit nowhere with the new game mechanics. This isn't inventive design, this is what's called a "gimmick." For whatever reason, the studios expect you to buy games that aren't technically good or even mediocre at best, so long as they have these little bits of flashy ideas that'll grab a player's attention. Lair on PS3 relied on the gimmick of being entirely motion control based, and the game was critically panned. 

That's not to say Bethesda doesn't throw a few gimmicks here and there within their titles, but what separates something like Fallout 4 from Golden Axe: Beast Rider is that you're left with a lot more to experience well once the gimmicks have worn off. Once all the gore and the nostalgia wares off from Splatterhouse, all the player is left with is a messy, rushed to market video game.

Bethesda Softworks is a mortal game company just like any other. Someday, possibly after a massive mistake is made in management, it could all come tumbling down with the likes of THQ or 3DO. However, as long as their track record holds strong, Bethesda will be a continuously prime example of how games should be made. However, they aren't alone in creating the quality reboot territory. Rockstar Games spawned the critically acclaimed Red Dead Redemption from a lesser known, lesser enjoyed title known as Red Dead Revolver. With rumors surrounding an upcoming Red Dead prequel, it shouldn't be too hard to figure out that, so long as a a reboot is good, the audience isn't going to care how many entries there are in the franchise. 

After all, for a game series like The Elder Scrolls to stay strong from the early days of 1994, or to re-create success out of old franchises like for Fallout or Wolfenstein, you have to be doing something right. Companies shouldn't be bickering on why their low quality titles are failing, take example of Bethesda's hard work and dedication, make some of the highest quality games and spawn some of the highest quality franchises. Just make sure you try to create as few games like Rogue Warrior as possible (that's right Bethesda, I haven't forgotten that atrocity.)





How to make a Tomb Raider reboot movie that would actually be good Wed, 23 Mar 2016 11:57:38 -0400 Justin McGovney

You can already feel the shivers can you? Another movie based on a video game? Do we all really want another disaster on our hands?!

Movies based on video games have had a rough past in the history of cinema. With the most recent video game movie critical flop, Hitman: Agent 47, many movie-goers feel assured that making a really good movie off a video game is near impossible. And with a slate of four major video-game movies being released this year (Ratchet and Clank, The Angry Birds Movie, Warcraft, and Assassin's Creed), one would probably be apprehensive at the thought of seeing one of these movies, based on past game-to-film adaptation attempts.

It's almost like audiences are conditioned to be afraid to go and see a movie based off a video game. However, movie studios still feel that there is a market for these kind of movies. They wouldn't keep releasing movies based off video games then, would they?

I, personally, still have a little bit of faith that there actually can be a good video game movie. And I think that the best shot of doing this is by making a movie based off of Tomb Raider

No, not that one! Forget that one!

Well, actually, the previous Tomb Raider movies can serve to influence a new movie based upon the rebooted series.

So what would this movie look like? What can make it good? Here is my view on how Hollywood can successfully create a new Tomb Raider movie based on the rebooted games.

1. Look to the Past

If you are reading this article, chances are that you have possibly seen the original Tomb Raider movies: Lara Croft: Tomb Raider (2001), and Lara Croft Tomb Raider: The Cradle of Life (2003). If you haven't, I'll give you a quick rundown.

The original Tomb Raider movies, honestly, were not really "Tomb Raider" movies at all. They were, instead, a vehicle to propel actress Angelina Jolie to being a A-list star. So when watching these movies, you will get the vibe that this isn't Lara Croft on the screen, but rather Angelina Jolie in tight clothing shooting guns around with reckless abandon (and barely able to hold her English accent together.) And there is not that much "tomb raiding" going on either. There is no sense of adventure, discovery, or intelligence to them.

Instead of having a fun adventure film where Lara Croft begins to unveil the truth behind the most well-known myths and legends, the original Tomb Raider movies were mostly action-packed shooters made to make Angelina Jolie a top actress in Hollywood and to heighten her sex appeal. Not that this is a bad thing -- but they just weren't really Tomb Raider movies. I had always seen Lara Croft, and the Tomb Raider games in general, as being similar to Indiana Jones. The movies failed to portray this in every way possible. 

The opening scene accurately depicts what the two movies are all about in a nutshell:

This scene is so ridiculous that it honestly makes me laugh out loud. They think that THIS is what people want from a Tomb Raider movie? It's even more of a bummer when you find out that this scene takes place at Lara's mansion and not in a tomb! A movie called Lara Croft: Tomb Raider tricks you from the start like this? Oh boy.

Overall, these movies aren't bad. They are probably one of the better video game movies out there, and that's not saying much. While there are some good aspects, such as having fluid action (though it eventually enters into "so bad, it's good" territory) and having some pretty darn good lighting, these movies feel like assembly-line productions to hit the marks on the profit margin. Again, there's nothing necessarily wrong with that. But when you are trying to make a quality film and try to make it live up to the Tomb Raider name, almost none of things done in the previous two movies will accomplish that. That is, unless Paramount was not trying to do that from the beginning.

2. Use What Makes the Reboot Game Series Good

While this may seem obvious, after showing you what the original movies did, I think that this is the most important point to make. What exactly what makes the new games good? What pros can a new Tomb Raider movie emulate in order to be as good as the game? 

1. Forgoing the "iconic" look.

This might be a controversial pro but, in my opinion, one thing that hampered the original movies was that they wanted someone that matched the "iconic" look of Lara Croft. That's one reason why they contracted Angelina Jolie. These new games make Lara Croft more of an individual with a real personality, making her seem like a human being rather than a model based on sex appeal. This, to me, is a positive for the new games.

2. Staying away from the Croft mansion.

The mansion was a heavily used location for the movies, possibly to make production costs cheaper. But you can't raid tombs when you are stuck at home! Tell me, would you rather see 45 minutes of screen time in this environment:

Or this one?:

I know what I want to see if I want to see tomb raiding!

3. Reduced emphasis on the relationship of Lara Croft and her father.

The movies really hammered this theme to death. Not too surprising, since Lara's father was played by Angelina Jolie's real father, Jon Voight. That also served to bolster Voight's star power, rather than show their relationship before his death and his continuing influence on Lara's life.

The reboot game series, while giving importance to Lara's relationship to her father, focused on Lara discovering the reality of the world around her, more than just finding out the truth about legends. Lara begins to understand the cruelty and greed of people in the world, thus forcing her to adapt to the harsh realities of the natural world and the human world. 

4. Getting rid of Lara's Bruce Wayne-like ability to acquire high-tech weaponry.

While not a real issue in the games, this was an outright mistake in the movies. When Lara is prepared with all the right equipment and weaponry from the get-go, how does tomb raiding become adventurous? It reduces the tension of the action scenes. The games made action meaningful and tense by forcing Lara to improvise and use her own survival skills. And this was done perfectly in the rebooted game series. It feels real -- unlike being prepared for anything and everything, even giant moving monster statues.

If a new Tomb Raider movie followed these four major points, it would blow away the original movies. It will be more authentic to its source material, rather than an assembly-line produced hashing of it.

The new games provide an excellent base for what the the new movies could look like and should look like. And, seeing Indiana Jones returning to popularity in the last decade, making a movie based on the rebooted Tomb Raider game series could be a gold mine. As long as the producers don't mess it up or deviate way too far from the source, then they already have a solid movie.

Agree or disagree? Love or hate this opinion? Leave a comment below and start the discussion!

Are we finally going to get a new Onimusha game? Wed, 10 Feb 2016 04:05:26 -0500 Nick Harshman

While nothing is set in stone at this point in time, Yoshinori Ono - best known for his work on the Street Fighter series - told DailyStar in an interview that an Onimusha sequel is being discussed.

Mr. Ono told DailyStar that he has talked to many of the people who helped him create Onimusha and asking them if they would be interested in revisiting the series. He was quick to point out, however, that fans of the series shouldn't get their hopes up. At this point, the game is only at the "discussion phase" with any concrete plans being further down the line. 

Fans can most likely expect updates to come after the release of Street Fighter V. Mr. Ono said that he is still quite busy with the impending release and isn't ready to talk fight for a new Onimusha game just yet. 

For fans of the popular Capcom series, this is great news. It has been almost ten years since the last major Onimusha game was released for the PS2, and it's good to see the series hasn't been forgotten.

What do you guys think? Are you ready for a new Onimusha game? Let me know down in the comments!

Ratchet & Clank (PS4) gets European release date, box art, and details Tue, 12 Jan 2016 04:51:15 -0500 BlackTideTV

Everybody's favorite Lombax/Robot duo is finally getting some attention! After a small announcement sometime last year, Insomniac Games is finally dropping some details on their reboot-ish Ratchet & Clank title. 

Yesterday (January 11), the community lead for Insomniac Games, James Stevenson, posted on the PlayStation Blog.

"Hey Ratchet & Clank fans, today we’re thrilled to announce that you’ll be able to pre-order Ratchet & Clank from… right this very moment, ahead of its launch on 15th April in France, and 20th April everywhere else in the PAL region."

The North American release date was announced last year to be April 12th, 2016.

In his blog post, James also reveals the official box art for the game and a "packshot" of images straight from the artists of the game (all of which can be found littered throughout this article).

Also included in the blog post is a description of the story players will be seeing in the reboot. 

"The first installment of Ratchet & Clank for PS4 will tell a new version of the origin story many of you will remember. It features modern Ratchet & Clank controls, new planets, new and improved gameplay, all-new boss fights, new flight sequences and much, much more.

James continues saying that the new game will "coincide" with the upcoming major motion picture, and that the story will be told through the eyes of lovable, wacky Captain Qwark. Therefore there will be a different, "more Qwarktastic" twist on the events the player witnesses. 

Apart from this final image revealing that the fan-favorite "Groovitron" will be returning, that's all the Ratchet & Clank info available at the present time. 

The PS4 reboot is currently available for pre-order.

From Battletech to MechWarrior and back again: what to expect from the franchise reboot's successful Kickstarter Mon, 02 Nov 2015 17:55:49 -0500 Ty Arthur

In just a few short years, Harebrained Schemes has gone from unknown startup to gaming juggernaut - primarily through the power of crowdfunding. The development team has made itself a nice little niche in the industry - thanks in large part to the nostalgia of a devoted built-in fan base - by resurrecting old FASA tabletop RPGs and bringing out PC game versions that actually live up to the original material.

Following the Shadowrun trilogy of games that just capped with Shadowrun: Hong Kong, Harebrained caused much rejoining across the web when a Kickstarter campaign was launched at the end of September to revive Battletech. That's right, not MechWarrior or MechCommander or some other name avoiding copyright issues – we're getting a new actual Battletech entry, and from some of the people who invented the original game.

What's Coming In The New Battletech Game?

The crowdfunding campaign is just now ending, blowing way past the base goal of $250,000 to reach more than $2.5 million! Clearly there's a demand for tactical mech combat in a classic style, as this reboot of the franchise is ditching real-time and first-person perspectives to return to the game's turn-based roots, emulating the hexagonal tabletop war game that Battletech started out as in the '80s.

All that extra money is going towards expanding the game in numerous ways. Each unlocked stretch goal worked on a tiered structure, adding on features as each tier was met, starting out as a skirmish game only, adding on a single player campaign, extending that out with extra features outside tactical combat (like a dropship home base to manage), and finally implementing PvP multiplayer. As more money has actually been raised than was required for the final stretch goal, some of those features are expected to be further expanded, including co-op multiplayer with two players squaring off against an AI mech squadron.

Just as important as what was included in the crowdfunding campaign is what wasn't. The structure of previous Kickstarters from Harebrained Schemes was revamped this time around, ditching the $15 digital game tier. With the base game not available without a $25 donation, it's clear Harebrained intends to create something much more ambitious than the the admittedly sparse Shadowrun titles, which were originally designed for both PC and tablets.

Who Is Creating The New Battletech Game?

There's no question this PC entry in the much-beloved series is in very solid hands that know the Battletech universe in and out, as the team includes both Jordan Weisman (one of the founders of FASA and creators of Battletech) and Mitch Gitelman, who worked on the MechCommander series.

Since the game aims to bring back the feel of the original tabletop incarnation, it helps that Harebrained also dipped into the hybrid Golem Arcana - a mashup of board and video game that had an app on your tablet handle all the math and remember all the rules for you, much like a PC game would.

A game isn't just a ruleset or a series of animations though, as the atmosphere is equally important in getting the tone right. Jon Everist, who handled the spot-on music for Shadowrun: Hong Kong, returns to write the score for Battletech. To get a taste of what's to come aesthetically, check out an in-engine (non-gameplay) video showcasing the basic graphical view below.

When Is Battletech Scheduled For Release?

According to the estimated delivery date on Kickstarter, Battletech will arrive for backers in May of 2017 – about a year and a half away. That might seem like an overly ambitious release date, especially considering all the extra features being added due to stretch goals. Add in the fact that this is a totally different experience from the company's recent games (not to mention a much larger project overall), and you can expect an announcement to arrive about the release being pushed back sometime later in 2017.

Then again, Harebrained has actually been pretty good with their release date estimations through Kickstarter (unlike, say, InXile, or Obsidian, or really most game development teams). Shadowrun: Hong Kong actually arrived the exact month listed in the original campaign.

When Will Battletech Take Place?

One element that may be a relief or a disappointment, depending on how attached you are to Battletech lore, is that this game won't carry the story forward into the future at all, but rather takes place during the Succession Wars of 3025. It will be nice to land in classic territory, although it may have been more interesting to take us into battles unknown instead.

This was to be expected from the developer, however, as Shadowrun Returns also went back to the basics, landing in the classic Seattle sprawl and retelling the hallowed tabletop adventures of “Universal Brotherhood”. If the company's history is any indication, it's a good bet this won't be the only Battletech title to see release, and later ones will go new directions and further build on the base setup here.

Rather than playing as the nobility in any of the various feuding Houses of the Battletech universe featured in the novelizations, this upcoming reboot of the series puts you in control of a mercenary company, allowing for a wider view of the many conflicts across the Inner Sphere. Different classes of mechs will be available, and of course each will feature a high degree of customization, with every segment of the mech up for replacement with different equipment or weaponry - so you're sure to have a giant robot killing machine that fits your style.

Battletech Walking Death Mech Harebrained SchemesMech Customization In Battletech

What Will They Mess Up?

If there's a concern, it's in how the table top rules will be translated to a video game setting, as it has to be in-depth enough to keep the tactical players happy, but fast-paced enough to not get bogged down in all the details. After all, why buy a computer game that completely recreates a board game's rules when you could just pull the board and dice out and play with your friends at home anyway?

The pace of combat in a turned-based setting is also a potential concern, with massive battles likely to drag out, hopefully spurring Harebrained to not repeat the mistake of the save game fiasco of the original Shadowrun Returns, which only allowed saves in between missions.

Those potential issues aside, and assuming something earth-shattering doesn't push the game back, the simply titled Battletech is shaping up to be one of the best computer game entries so far, so long as you dig turn-based design over real-time combat. If Battletech does well – which it almost certainly will, considering 38,000+ people contributed money more than a year before its release date – this may just be the beginning of a new era of mech combat games. And with any luck Harebrained will go on to bring back more defunct FASA games, as it's way past time somebody brought Earthdawn to a digital setting.

Top 5 game franchises that should be rebooted Mon, 19 Oct 2015 17:08:12 -0400 Senior Saxon

We all have that game franchise that we cherish, whether it's extremely popular, like Legend of Zelda or Sonic the Hedgehog, or not so well-known, like Rampage or System Shock. Either way, we all want our childhood games to make their way to next-gen consoles at some point in our lifetimes, so here is a top five list of game franchises that should be rebooted.

5. Star Wars: Knights of the Old Republic

I am not going to lie, I love these games. This action RPG is possibly one of the best games that was ever developed under the Star Wars name. But there were some downfalls. The control scheme was a little wonky, and the combat system was unique but confusing, with a weird third-person perspective that was hard to get used to. Sure, this was the basis for the popular Star Wars MMO, Star Wars: The Old Republic, but I would not really consider that a reboot - it's more of a cash grab for people who want to live in the Star Wars universe, even if it is not canon anymore.

If this game franchise was rebooted, they would be able to do so much with it. They can fix the camera issues, revamp and rehash the combat system, make it a little bit more interactive, and actually allow you to customize your character rather than picking from a random face. I imagine it would be some kind of Mass Effect and Fallout lovechild. That would be just be fantastic.

4. Clock Tower

Clock Tower, for those who do not know, is a horror game franchise that is considered to be the granddaddy of survival horror. It first was released in Japan on the Super Famicom (Super Nintendo) in 1995. This precedes the releases of both Silent Hill (1999) and Resident Evil (1996). The Clock Tower games are actually really terrifying once the main antagonist, Scissor-Man, comes into play. He has the ability to basically come from anywhere and kill the player at any time.

Even in the Super Nintendo era, these games were able to truly capture the horror of the situation, and players had to think quickly on their feet if they wanted to survive. And I believe that this is the reason why it should be rebooted. The last canon Clock Tower game came out in 2005, and there has been no word on developing a new one. If it's done right, a reboot of Clock Tower would be scarier than P.T. and truly give gamers a run for their money.

3: Psychonauts

Now I know that this isn't technically a game franchise, BUT IT COULD BE! Psychonauts was a game that was very mature for its tone, but very childish in its presentation - I mean that in the best way possible. Psychonauts was and still is a masterpiece of a game. Every single character was memorable and relatable their own way. And the game as a whole was really freaking funny.

I am not asking for Psychonauts 2, I am asking for Psychonauts, but revamped. When the game released, it flew under the radar, and it still kind of does, so if developers announced that they are making Psychonauts 2, people would ask "What the hell is Psychonauts, and why is a second one being made?" However, if they rebooted the game into next-gen and made it as amazing and awesome as the original, then a franchise could be made from it. Those who have played Psychonauts truly understand where I am coming from.

2. F.E.A.R.

F.E.A.R. was one of my personal favorite action horror games. The story was intriguing, and the mix of horror and action was pretty cool until the third and last installment was released. Don't get me wrong, I loved F.E.A.R. 3, but the game had way too much action incorporated into it after the first level.

I feel that if this franchise were to get a reboot, it could go back to it's roots as being way more horror/story driven, rather than a supernatural shooter. Plus, a next gen F.E.A.R. game is always a nice thing in my opinion.

1. Banjo Kazooie

Oh Rareware, you tried to bring back Banjo Kazooie and failed miserably. Why did you have to be bought out by Microsoft? I think it comes as no surprise that this lovable franchise is at the top of this list. Banjo Kazooie and Banjo Tooie were masterpieces. These games are held as probably the best games of all time to most people, so it's a wonder that there has not been a proper reboot of the franchise. Rare tried with Banjo Kazooie: Nuts and Bolts, but, as we all have witnessed, that did not go as planned.

Luckily this franchise is not completely dead, as the spiritual successor, Yooka-Laylee, has been fully funded on Kickstarter and is currently being developed. There is so much that this game has to fill, but if this game flops, Rare will have another shot at bringing Banjo and Kazooie back from the dead.

Did you like this list? What game franchises would you like to see rebooted? Let me know in the comments below! I love seeing other people's opinions!

A new Resident Evil movie is on its way Fri, 16 Oct 2015 03:54:38 -0400 Derek Islas

I know what you're thinking, but no, this is not another live-action Resident Evil movie. Instead, we are getting an animated feature film that is a reboot and does not follow 2012's Resident Evil: Damnation or 2008's Resident Evil: Degeneration.

This new animated film is bringing in some heavy hitters from the animation and film industry. The details on the film are minimal, but Mokoto Fukami (Psycho Pass) is the designated writer and Takashi Shimizu (Ju-on) is listed as an executive producer. The creativity split between these two should be able to shock and awe the gamer audience. In addition to Fukami and Shimizu, Takanori Tsujimoto (Hard Revenge Milly, Ultraman X) is expected to offer unique visual aesthetics from his position as director.  

With all the commotion surrounding Resident Evil lately, it's no surprise that this new animated film was announced. Including this film, Resident Evil fans can look forward to HD remakes of Resident Evil Zero, Resident Evil 2 and upcoming news regarding Resident Evil 7.

Top 5 franchises in need of a reboot Thu, 15 Oct 2015 03:59:16 -0400 mrivera269


1. Jak and Daxter (Naughty Dog) 


Jak and Daxter was a platformer, originally released in 2001 for PlayStation 2. It was developed by Naughty Dog, before they started making masterpieces like Uncharted and Last of Us. This game was a precursor to the platforming mechanics of those games. The world was colorful and interesting, the story exciting and humorous. It would be great to see Jak and Daxter rebooted on PlayStation 4. 


Of course, they are a lot more games that deserve reboots, these are personally my list. If you have a game you think deserves to be rebooted, leave a comment and let us know! 


2. Pokemon Snap (Nintendo) 


Why? Do I really need to give a reason? Fine! I’ll give one anyway. Pokémon Snap was released on June 30, 1999 for the Nintendo 64. It was the first time we were able to see our favorite pocket monsters in full 3D. You were able to traverse various lands on a mine cart and take pictures of your favorite Pokémon. This game would be great for Nintendo to release on Wii U, or even smartphones! Maybe a snap feature will be included with the new Pokémon Go game? We can only hope. 


3. Oni (Bungie) 


This reboot is very unlikely, seeing how busy Bungie is with Destiny. But it’s still worth mentioning. Oni was a third-person anime styled action shooter. The game was published by Rockstar and released on PC and PS2 in 2001. It mixed shooting and melee, among other mechanics, to make this game fun. Oni references would later make their way into Bungie’s next big game, Halo


4. Winback (Koei)


WinBack was a third-person shooter developed by Koei for the Nintendo 64 and PlayStation 2. WinBack was my first experience at first person shooting, and a cover system, both of which were done extremely well. The game was heavily influenced by Metal Gear Solid. The cover system would later influence games such as Metal Gear Solid 2: Sons of Liberty and Gears of War, to name a few. The game was also the first iteration of a laser pointing system that is now a staple of all third-person shooters. 


5. Dark Cloud (Level-5) 


Dark Cloud was released on May 29th, 2001 in North America—December 14th, 2000 for Japan. It was an action role-playing game for the PlayStation 2. What made the game special was its “city-building aspect.” The major antagonist, “the Dark Genie,” attacks and destroys multiple villages in the game in which the hero, Toan, sets off on an adventure to help rebuild the destroyed lands. Through your journey, you tackled different dungeons in each village to help restore what the Dark Genie destroyed. You also teamed up with six different characters that helped you fight as you conquested various dungeons.


During its release, Dark Cloud garnered great praise and was personally one of my favorite games on the PS2. I believe if brought over to the PS4, this game would be just as amazing as it once was. 


Have you ever stopped and considered just how much gaming has evolved? Consoles have taken leaps ahead of what they formerly were. Graphics now look amazing, AIs are as challenging as ever, level designs are incredible, and games now are just flat out spectacular.


Now have you ever wondered what it would be like to play franchises from PS2 or even SNES rebooted for this generation of consoles? Well I have, and here is my top 5 list of games I think deserve some current-gen rebooting.  

Need for Speed: PS4/Xbox One get closed beta Tue, 15 Sep 2015 10:37:43 -0400 Andrea Koenig

Need for Speed made some big announcements concerning the state of development, so both PC and console gamers, listen up.

Xbox One and PS4 gamers will be able to sign up and experience a limited time closed beta session, and for those who haven't heard yet; PC gamers will have to wait for their OS release until September 14, 2016.

So, here comes the closed beta. If you head to the Need for Speed website, you will be able to register today for a chance at the closed beta session that will last until September 25th.

You will need to sign in with your EA account to access the registration process. Space is limited, so not all those who register will be able to get into the beta. Those who are granted access will be notified by email.

This will all be to help the developers, Ghost Games, with some technical testing to have a better launch. There is no news for any beta tests on PC.

Need for Speed is an iconic racing series, and this full reboot for "modern" consoles is meant to reinvigorate that old game with new life. The reboot was announced in late May, and will include online and single-player modes.

3 Games that really need sequels Sat, 05 Sep 2015 14:08:08 -0400 shox_reboot

This year's been good for games. Really good. We've had Witcher 3, Batman: Arkham Knight, Mortal Kombat X, and as of yesterday Metal Gear Solid: Phantom Pain - and it's not ending there. These last few months of 2015 promises even more titles that are sure to keep you broke if you aren't already. 

What could make these good times we're living in better? If the following games got sequels, or even reboots, because they're some of the best forgotten gems from the past.


Anyone who says they weren't terrified of these things are liars

[Minor spoilers ahead]

This was a first-person shooter developed by Insomniac Games exclusively for the PlayStation 3. 

Resistance: Fall of Man was a launch title for the console - and in my opinion, the best title of the whole series. The game takes place in an alternate timeline, showing what it would be like if we got dragged into a world war against an alien race dubbed the 'Chimera' that infected humans virally and mutated them into monsters. 

It follows the story of Sgt. Nathan Hale, part of the U.S. task force sent to retrieve a secret weapon, which they planned to use against the growing forces of the Chimera. 

However, he and his fellow soldiers are ambushed by a Chimeran attack and infected. But for some reason, Hale awakens carrying the alien's characteristics, while also retaining his humanity. From then on out, it is up to him to find out what is happening to him and how to stop the growing plague that is the Chimera. 

This game featured some very creative weapons for a first-person shooter. Of course that's to be expected, due to Insomniac Game's track record with Ratchet and Clank. But it is also due in part to the timeline in which this game takes place.

For those who haven't played this game, imagine World War II weapons mixed with alien technology.

The Bullseye

A really cool feature was that the weapons themselves added unique playstyles. For example, the 'Bullseye' was the primary auto rifle for the Chimeras. It fired supercharged energy bolts at a rapid rate, yet it also had a secondary mode where it fired a 'tag', which stuck to your target. Once the target has been acquired, any and all further rounds would find their mark, even if it's behind cover. 

Or even the Auger! A weapon that shoots through solid objects and offers vision of enemies. Oh, and it drops a shield as well.

The next two installments; Resistance 2 and Resistance 3, were good, but did not quite capture the same atmosphere the original had. They took away the horror elements of the game and transformed it into a rather run-of-the-mill sci-fi shooter. Great games they were, no mistake about that, but they didn't quite live up to the original.

But even then these games were commercial successes, which says a lot.

Resistance 3 follows Joseph Capelli in a post-apocalyptic setting

The end of Resistance 3 implied that humanity had finally won, but it left behind plenty of plotholes. The ending felt rushed and incomplete - that's plenty of reasons for a Resistance 4. However, Sony owns the IP, so it's in their hands to make the call.

But looking at the success this series generated, it wouldn't be smart of Sony to put this series aside. Plenty of fans are still hoping for a sequel. With the new technology the PlayStation 4 offers and the uniqueness Resistance offers with its weaponry, it sounds like a match made in heaven. 

So please Sony, consider letting this series making a come-back!


A.k.a: the ridiculously fun racing game developed by Criterion Games. 

In an era where racing games are trying harder and harder to emulate real life street racing, this game does the complete opposite. It mixes high-speed racing, destruction, and complete mayhem. 

Each and every installment in this franchise was crazier than the last. It was a total gorefest. Only instead of blood and gore, you had metal and car parts. The kind of adrenaline rush this game offers is not something that can be easily found elsewhere. 

The last installment, Burnout Paradise, went open world, and was probably the best out of them all. The game was gorgeous, the crashes were satisfying, and the races gave you a sense of speed that never failed to get the adrenaline pumping. 

In Burnout you don't feel like you're driving a car. You feel like you're driving a weapon.

Given the high praise for Burnout Paradise, a sequel or something along that line did not seem unlikely. But Criterion Games reportedly steered away from the racing genre back in 2013, breaking a lot of Burnout fan's hearts. 


Alex Ward, a former Burnout developler has been teasing something on Twitter that's re-igniting our hopes for a new Burnout game - or something similar. 

We can only hope. 


This is a pretty old title, but no less deserving of a sequel. 

Okami follows the story of Amaterasu, the Shinto sun goddess who embarks on a quest to save her land from darkness by taking on the form of a white wolf. She's armed with her own unique tool: the Celestial Brush.

The game was developed by Clover Studios, which is now Platinum Games.

This game received critical acclaim from reviewers, and for good reason.The game was a mix of action, puzzle and platforming, but nothing made it shine like the Celestial Brush and the game's gorgeous art style.

With the Celestial Brush, players could draw on the screen by pausing the game and bringing up a canvas. For example, drawing a loop can create winds, swiping it up or down can break obstacles, drawing in missing pieces of a bridge can fix it, and a whole bunch of other stuff. 

The art style...need I say anything here? The game does a fantastic job of capturing a sort of animated Japanese ink-illustration quality that's just beautiful to look at. 

It's also worth noting the boss battles were among some of the most unique ones you'll ever find in a game

Due to the game's poor sales initially, it made a sequel unlikely. But it eventually did get a sort-of sequel: Ōkamiden. But it was for the Nintendo DS, so it's not quite the 'true sequel' we all hoped for. 

Despite the passing years, people haven't stopped asking for a true sequel for Okami...and Platinum Games is aware of it

If we're going purely by sales to determine whether this game gets a sequel or not, it's bad news for us. While Okami received critical acclaim, it's one of those 'niche' games that just doesn't bring in the mainstream crowd. 

But we hipsters can keep hoping for one, can't we? 

Bonus: Half-Life 3 

Because Half Life. 

This is obligitory to any list of 'games that need sequels'. So I'll just leave this here.

Are there any games that you wish to see sequels to that I've missed? Let me know in the comments!

Confirmed: Mirror's Edge: Catalyst a reboot Fri, 07 Aug 2015 20:03:25 -0400 katlaborde

As opposed to being a continuation of the first game, Mirror's Edge: Catalyst will be a reboot that focuses on Faith's origins. Of course, the rebooted aspect of Mirror's Edge: Catalyst is not the gameplay as evidenced by the recently released gameplay trailer showing off beefed up combat and parkour mechanics similar to the original. Rather the story will not focus on a continuation of events from the first game, but will rather be an overhaul of Faith's story.  

The original Mirror's Edge revolved around Faith trying to help clear her sister's name for murder. The story from the original was often criticized for being simplistic, not really delving much into Faith's character.  This time around, EA DICE has decided to take a new direction. Design Director, Erik Oeldahl told IGN, "We’re telling Faith’s origin story, so the events of the first game actually don’t really exist. Maybe they will at one time in the future".

Along with Oeldahl's quote, the game centering on Faith's origin story has been alluded to in the first trailer with Faith receiving her trademark tattoo. In addition, EA DICE has released images of Faith as a young child hinting more towards exploration of her past.

Mirror's Edge: Catalyst will be released February 23, 2016 for Xbox One, PlayStation 4, and PC.