#digital eclipse
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satoshi-mochida · 1 month ago
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Mortal Kombat: Legacy Kollection announced for PS5, Xbox Series, Switch 2, PS4, Xbox One, Switch, and PC - Gematsu
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Atari-owned developer Digital Eclipse, in cooperation with Warner Bros. Games, has announced Mortal Kombat: Legacy Kollection for PlayStation 5, Xbox Series, Switch 2, PlayStation 4, Xbox One, Switch, and PC (Steam). It will launch in 2025.
“Mortal Kombat irrevocably altered the cultural landscape of video games,” said Digital Eclipse studio head  Mike Mika in a press release. “It was audacious, shocking, and unflinching. It marked a seismic shift in interactive entertainment, pulling the industry into a more provocative, mature direction that continues to influence game design and cultural discourse over three decades later. With Mortal Kombat: Legacy Kollection, we set out not just to preserve its legacy, but to contextualize it—inviting players to experience its origins, trace its evolution, and appreciate the bold vision that transformed it into a global icon. For us, this project is both tribute and testament.”
Here is an overview of the collection, via Warner Bros. Games:
About
Developed and published by Digital Eclipse and officially licensed by Warner Bros. Interactive Entertainment, Mortal Kombat: Legacy Kollection brings together a vast library of titles from the franchise’s early years, with original arcade games, the iconic Super Nintendo Entertainment System and SEGA Genesis home versions, and releases across Game Boy, Game Gear, Sega 32X, Game Boy Advance, and more platforms—all newly enhanced with player-friendly features. Online support with rollback netcode will be added to many of the arcade and console editions. Mortal Kombat: Legacy Kollection also includes an interactive documentary chronicling the series’ groundbreaking history, featuring rare concept art, archival video footage, and exclusive new and vintage interviews with original creators Ed Boon, John Tobias, Dan Forden, and John Vogel, along with dozens more, to tell one of the gaming industry’s most compelling origin stories. In addition to documenting the making of the games, Mortal Kombat: Legacy Kollection will also chronicle the epic conflicts of the Elder Gods, Outworld, Edenia, and Earthrealm throughout the arcade era, with helpful guides to character backstories. Each title in the Kollection will also be enhanced with a variety of optional quality-of-life features, which will be detailed closer to launch. Currently announced games in Mortal Kombat: Legacy Kollection include:
Mortal Kombat – 1992 (Arcade, SNES, Genesis, Game Boy, Game Gear)
Mortal Kombat II – 1993 (Arcade, SNES, Genesis, Game Boy, 32X)
Mortal Kombat 3 – 1995 (Arcade, SNES, Genesis)
Ultimate Mortal Kombat 3 – 1995 (Arcade, SNES)
Mortal Kombat 4 – 1997 (Arcade)
Mortal Kombat Advance – 2001 (Game Boy Advance)
Mortal Kombat: Deadly Alliance – 2002 (Game Boy Advance)
Mortal Kombat: Tournament Edition – 2003 (Game Boy Advance)
…and more to come!
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
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segadriven · 1 month ago
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A new Mortal Kombat collection has been revealed and with it comes a host of different Mortal Kombat ports that come from different SEGA systems!
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demifiendrsa · 1 month ago
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Mortal Kombat: Legacy Kollection - Official Announce Trailer
Mortal Kombat: Legacy Kollection will launch for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, PlayStation 4, Xbox One, Nintendo Switch, and PC via Steam in 2025.
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Screenshots
Overview
About
Developed and published by Digital Eclipse and officially licensed by Warner Bros. Interactive Entertainment, Mortal Kombat: Legacy Kollection brings together a vast library of titles from the franchise’s early years, with original arcade games, the iconic Super Nintendo Entertainment System and SEGA Genesis home versions, and releases across Game Boy, Game Gear, Sega 32X, Game Boy Advance, and more platforms—all newly enhanced with player-friendly features. Online support with rollback netcode will be added to many of the arcade and console editions.
Mortal Kombat: Legacy Kollection also includes an interactive documentary chronicling the series’ groundbreaking history, featuring rare concept art, archival video footage, and exclusive new and vintage interviews with original creators Ed Boon, John Tobias, Dan Forden, and John Vogel, along with dozens more, to tell one of the gaming industry’s most compelling origin stories.
In addition to documenting the making of the games, Mortal Kombat: Legacy Kollection will also chronicle the epic conflicts of the Elder Gods, Outworld, Edenia, and Earthrealm throughout the arcade era, with helpful guides to character backstories. Each title in the Kollection will also be enhanced with a variety of optional quality-of-life features, which will be detailed closer to launch.
Currently announced games in Mortal Kombat: Legacy Kollection include:
Mortal Kombat – 1992 (Arcade, SNES, Genesis, Game Boy, Game Gear)
Mortal Kombat II – 1993 (Arcade, SNES, Genesis, Game Boy, 32X)
Mortal Kombat – 1992 – 1995 (Arcade, SNES, Genesis)
Ultimate Mortal Kombat 3 – 1995 (Arcade, SNES)
Mortal Kombat 4 – 1997 (Arcade)
Mortal Kombat Advance – 2001 (Game Boy Advance)
Mortal Kombat: Deadly Alliance – 2002 (Game Boy Advance)
Mortal Kombat: Tournament Edition – 2003 (Game Boy Advance)
…and more to come!
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retronator · 2 years ago
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I never played Karateka in the 80s, but as a big fan of Prince of Persia and Jordan Mechner's journals, I was stoked to hear that an interactive documentary about Jordan's prototypical cinematic platformer was in the works by Digital Eclipse.
Released this week, The Making of Karateka on the surface looks like any other game you buy through Steam ($20, Windows-only), GOG, or whichever favorite store or console you prefer (available also for Xbox, PS4/5, Switch). Once the thing loads though, you really get 3 things: a documentary, the original Karateka, and a new remaster.
The documentary part is an audio-visual slideshow retelling Jordan's development story starting with his teenage years pitching his earlier title Deathbounce to the publishing house Brøderbund. It's an interesting look into the iterative process, seen through correspondence letters, journal entries, and many playable builds at various stages of completion. After we reach the eventual rejection of that title, Jordan comes back with a prototype of a visual-narrative experience unseen on home computers. We get to follow Karateka's full life cycle from pre- to post-production, ending with the conception of its sequel (which eventually turned into Prince of Persia). It's a real treasure trove! Fellow pixel artists will appreciate the many graph-paper sketches and interactive overlays of final game sprites compared to rotoscoped outlines and filmed footage. There are also video segments, from a comprehensive breakdown of the music to interviews with other developers reflecting on the impact Jordan's games had on their careers. You'll even encounter a fan letter signed by the one and only "John Romero, Disciple of the Great Jordan and worshipper of the Magnificent Mechner!" (I kid you not, you can't make this stuff up).
Perhaps just as crucial for an interactive documentary like this, you can launch any of the floppy disks in the emulator, trying out various iterations and ports of Karateka.
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The emulation is fantastic and lets you fiddle with display settings (monochrome or color display, scanlines, pixel perfect or zoomed) as well as enhance the frame rate. You can even rewind the many deaths you will face if you've never played the game before (like me). If you spend some more time obsessing over the weird artifacts of the Apple II hi-res graphics, you might even go down the rabbit hole of realizing that on the Apple II you didn't really paint colors as much as you used different monochrome dithering patterns that the graphics display would then turn into 4 different hues. A fascinating learning experience if you include some of your own research online!
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Add to this the Commodore 64 and the Atari 8-bit versions to compare how the graphics got adapted across the earlier ports and you have a nice way to relieve the mid-80s with a bit of help from modern emulation (I did beat the C64 version without rewinding though!). I'd love to see more art from the other remakes, especially the 16-bit Atari ST port, but I understand their decision to omit playable versions of those due to the lower quality on the gameplay side of the translations.
This brings us to the final part of the package, the modern remaster. Unlike the 2012 complete reimagining of the game (with 3D graphics and all), Digital Eclipse approached the remake as the ultimate port of the original to an imaginary system along the lines of a 90s VGA PC.
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It's well done. Some of the fully-redrawn scenes are a bit overpainted for my taste (I'd prefer a pixel art rendition of the castle than a blurry photographic collage, although there were many games in the 90s that did take this approach), but the in-game graphics are really in style, including the smooth animations that are like one would imagine granted a beefier CPU. It's also a sort of director's cut with previously unseen scenes added, in particular, the battle with the leopard as a clever action-puzzle in the middle. The AI is unfortunately even less challenging than Jordan's implementation. As great as the 6-move fighting system could have been, you yet again resort to simply kicking away opponents as they tirelessly crawl into your range. There isn't even the nuance from the original where you were the one who had to approach some enemies with skilled timing. On the other hand, you now have optional goals and achievements that make the repetitive/easy combat work in your favor (stringing various combos, beating opponents or the level under a time limit …). As the Digital Eclipse president Mike Mika admits at the end of the welcome commentary mode, they didn't manage to achieve their perfect port, but they did come close.
In conclusion, I thoroughly enjoyed playing both the original as well as the remake and while the combat system lacks any sort of depth beneath its stunning animations, Karateka is instead a monumental experience for its presentation. Big characters with personality and realistic motion are displayed through cinematic camera cuts and story vignettes (3 years before Ron Gilbert came up with the word "cutscene"). There are details like animating the unfortunate falling off the cliff at the start of the game, or respectfully bowing to the first guard as they bow in return. Jordan's creative work is precious and worth the attention this release gifts it.
I highly recommend The Making of Karateka to all retro gamers and/or game developers for its immersive documentation which provides an experience that goes beyond the usual video documentaries. It's interactive—just like the subject it's talking about—something I want to see more in the future. And if the $20 by any chance seems high to you, consider that the original retailed at $35 (and that was in 1984 dollars).
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rk969 · 1 year ago
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redraw of the bunny kiss my style
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They are soo cute i wanna draw more of em soon i got some other art i need to do
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n1ght-sh4d3 · 1 year ago
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Chat help me choose
Note: In Digital Eclipse, Starcross x Crescent is NOT included, I would NEVER DO THAT! They're just two cousins who hate each other kissing one femboy
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blazehedgehog · 1 year ago
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On the subject of Sonicy metroidvanias, I think the best way to make one would be to have it star Tails instead of Sonic. You could have traditional fast paced platforming sections but Tails’ flight ability would naturally slow things down. I’d love a remake of Tails Adventure that combines that combines that game’s puzzle platforming with traditional 2d sonic gameplay.
I'm a big Tails Adventure aficionado, and I'd love to have a proper sequel/remake/remaster for that game. Sega has a very annoying tendency to just throw the Game Gear Sonic games onto something as a cheap and easy bonus but we've never gotten a, like, proper deep dive into their developments and they never get treated with the same respect as the main original four Sonic games.
Like at this point, given how Sega stumbled on Sonic Origins, I really just Digital Eclipse to come in and do for Sonic what they did with Atari 50. And Karateka. And the Ninja Turtles. And the Disney Afternoon Collection.
I want high quality, preservation-focused, historical documentations of these games. The deepest deep dives you can get, outlining every step of their legacy. Both for the Genesis games and the Game Gear games. Treat them with respect.
Of course, that will never happen, because I assume it would mean Digital Eclipse would have to finally dispel everything around Sonic 3. Not just the music, but the truly insane crunch to get the game out the door. And the Japanese side of Sega probably doesn't want to air any dirty laundry, even the harmless stuff.
That being said, I dunno. We already had a Tails Metroidvania. While I love Tails Adventure, if we got a new game, I'd like to see something fresher than just Tails again. Knuckles might be a very good fit -- he's naturally inclined towards melee combat, and he can climb and glide which makes him better suited to exploration, and so on. There's a lot more potential expansion there. And you could set the entire game on Angel Island, giving you a nice tidy set of boundaries.
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miloscat · 11 months ago
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[Review] Sonic Rivals 2 (PSP)
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Does Rivals 2 really rival Rivals 1?
Almost exactly a year after Rivals, Backbone produced a sequel. Given the quick turnaround you can't expect too much has changed—we still have a 2.5D race-based platformer—but they've done a good job stuffing new features and content into the package this time around. Is the new stuff a worthy addition though?
First I'll address the general refinements. Characters' signature moves are no longer at the whim of the rotating pickups, but given their own button and a dedicated meter that fills by collecting rings. This is a great change that adds dynamism to play, and makes character choices more meaningful. The action feels faster paced, with shortened windows to execute vaulting moves, for example. Presentation is a little more slick and the card collecting more transparently tied to your accomplishments (although they don't factor into the plot anymore). Weapon use has a little more depth as it's possible to avoid hits, and stage gimmicks get more involved at times. All these tweaks make for a stronger game experience, but I did feel like the bot players were harder, and story levels took me more retries on average... especially when playing as the characters with weaker abilities.
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So the headline feature is the new playable characters. Added to the prior game's roster of Sonic, Shadow, Silver, Knuckles, and Metal are Tails, Rouge, and for some reason Espio. They bring new abilities of varied usefulness; Tails's flight is rarely helpful and Espio's merely makes you disappear from the level progress bar, but Rouge's homing bat missile is great. Apart from these powers, everyone plays identically. Story mode is still split into four perspectives as the roster of eight pair up... you can pick either character within a pair but I think this only changes which order you play out events within a zone, while each character still has a separate campaign progress. It's an odd choice.
The story follows its predecessor's example of constant misunderstandings and miscommunications as an excuse for the characters to get into petty conflicts. It also reuses the "Nega disguising himself as Eggman" plot device, although this time Eggman has an actual role in the plot. Not content to rip off its own prequel, Rivals 2 steals shamelessly from Sonic 06, as it culminates in a city of the future devastated by a raging beast of elemental fire whose name is taken from Islamic folklore, Iblis Ifrit! At least this game doesn't completely erase itself from history. Anyway, more characters means more interactions and this time the cutscenes—while still just text boxes and portraits visually—are all nicely fully voiced.
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A new world map screen helps to contextualise things well and the new environments are just as nice and colourful as they were in Rivals 1. Among the race levels and boss fights (whose quality is on par with the prior entry's) are new level types. Some just have you run through a level solo against the clock or trying to collect rings or Chao; not very satisfying. Others are head-to-head battles in small arenas, and despite pushing them hard in the story mode I feel like these are a dud. Even with the standard multiplayer-type variants of deathmatch, capture the Chao, bomb tag, etc. these always seemed a drag when they came up in the campaigns. It's a shame that all these attempts at adding new things to do end up not as fun as the core gameplay.
At least the soundtrack is a step up, catchier and more exciting. The exception is the addition of a key vocal track, which only plays on the title screen and oddly in level one. It stands out, and not in the good way that His World stood out in 06. This sums up Rivals 2 in a nutshell: the core is enhanced and refined, but its new additions and ideas are a real mixed bag. This leaves Rivals 1 as a purer if rougher experience, which I prefer. Unfortunately Backbone didn't get another chance with Sonic as a couple of years later after a flurry of acquisitions and mergers this particular studio was closed down. There wouldn't be another Western-made platformer in the series until Boom seven years later... well, unless you count Unleashed for mobile phones, Jump, Jump 2, Jump Pro, Jump Fever, Dash, the Sonic CD remake, Sonic for Didj... you know what, never mind.
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oldguydoesstuff · 2 years ago
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Atari Aquaventure, an unreleased game from 1983, included in the anniversary edition. I'm struggling playing it with a D pad but with a proper joystick its a lot of fun. Dive for treasure. Kill fish for no apparent reason. What's not to like?
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tamara-kama · 1 month ago
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Mortal Kombat Kollection
I'm sorry but I might be the only one around not excited about the new Mortal Kombat Kollection. The reason is because I have my cabinet that I've been working on that has MK1-UMK3 with online play and I'd rather hold out for maybe when they release a cabinet that has MK4 and other titles of its era..
But the silver lining for me is they have MK4 in that kollection which to me implies that commercial emulation for that is ready for prime time so they might be able to put that into an XL form factor cabinet and THAT I would be excited for..
I also understand that this kollection is to replace the defunct and abandoned previous gen kollection that was on PS3/Xbox 360 and Steam with GFWL (I bought it) and I don't begrudge anyone that choice.. It's just not for me.. haha
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fancypantsrecords · 4 months ago
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Bob Baffy - Atari 50 | Microids Records | 2024 | Gold
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satoshi-mochida · 7 months ago
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Mighty Morphin Power Rangers: Rita’s Rewind releases today digitally for the PS4/5, Xbox One/Series, Switch and Steam.
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geekcavepodcast · 9 months ago
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Mighty Morphin Power Rangers: Rita's Rewind Release Date Trailer
Digital Eclipse and Hasbro Retro Arcade's Mighty Morphin Power Rangers: Rita's Rewind features 2D brawler gameplay as well as arcade shooter and driving sequences. The game can be played offline and online for up to five players.
The Mighty Morphin Power Rangers find themselves facing off against a robotic reincarnation of Rita Repulsa. "Robo-Rita has conjured a portal to send herself back in time so she can finally vanquish the Power Rangers by forming an alliance with her younger self. Working together, Robo-Rita and Rita Repulsa rewind, rewrite, and remix the past in an attempt to stop the very formation of the Power Rangers, altering the course of history." (Digital Eclipse)
Mighty Morphin Power Rangers: Rita's Rewind launches for PlayStation 4/5, Xbox One, Xbox Series, Nintendo Switch, and PC via Steam on December 10, 2024.
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demifiendrsa · 1 year ago
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Mighty Morphin Power Rangers: Rita's Rewind - Announce Trailer
Mighty Morphin Power Rangers: Rita’s Rewind will launch for unspecified consoles and PC (Steam) in 2024.
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Overview
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In Mighty Morphin Power Rangers: Rita’s Rewind, the team faces off against a robotic reincarnation of the Power Rangers‘ long-time nemesis. Robo-Rita has conjured a portal to send herself back in time so she can finally vanquish the Power Rangers by forming an alliance with her younger self. Working together, Robo-Rita and Rita Repulsa rewind, rewrite, and remix the past in an attempt to stop the very formation of the Power Rangers, altering the course of history.
Will the two Ritas and their army of monstrous enemies from across the Mighty Morphin Power Rangers timeline finally succeed in destroying the Power Rangers? Or will these teenagers with attitude learn to work together and counter this catastrophic chronological collaboration?
Players will be able to experience the origins of the Mighty Morphin Power Rangers again—for the first time! The past will never be the same…
Key Features
Classic 90s look and feel with hand-drawn pixel art.
Fan-favorite enemies pulled from different seasons of the hit tv show.
Events and episodes that players remember from the show have been remixed.
Action-packed, 2D brawler gameplay with arcade-style shooting and driving sequences.
Pilot all of the original Dinozords.
Jump into the cockpit of the legendary Megazord and take down gigantic bosses.
Offline and online support for up to five players.
And lots more!
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comicchannel · 7 months ago
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Jogo Midia Fisica Atari 50 The Anniversary Celebration Expanded Edition para PlayStation 5
Link para compra BR: *Possível importar pelo Link abaixo
Buy here: https://amzn.to/3P2tZGu
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eclipse3666 · 7 months ago
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#eclipse #mxes #DigitalEclipse @icetigerkitten 🧡
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