Hades has recruited minions of evil in an attempt to obtain Merlin’s magic crystal, which would allow him to take over the Magic Kingdom as his own personal summer home. Merlin can’t fight them off alone, so that’s where you come in. Your mission, should you choose to accept it, is to intercept these baddies via magic portals and use your spells to thwart them.
This is the narrative behind Sorcerers of the Magic Kingdom, an interactive experience that can be found in the Disney theme park in question, first introduced in 2012. Sorcerers is a curious variation on a collectible card game, in that there is no actual purchase to play other than entry into the park itself. Those interested in playing simply need to visit the firehouse in Main Street USA (or the outpost behind one of the shops in Liberty Square) and talk to one of the cast members there. READ MORE
It’s easy to see why Ancient Rome is a fertile inspiration for many game designers. The Romans’ interest in politics, military tactics, art, architecture and religion all offer different elements that can be mixed together into an interesting whole. Stefan Feld’s 2011 title Trajan mixes six aspects of Roman culture, but ties everything together with a mechanic that is decidedly African instead of European. READ MORE
When Professor Layton vs. Phoenix Wright: Ace Attorney was first announced, the respective fan bases of both franchises were sold almost immediately. The two camps have a significant overlap, and those fans had just been exposed to something they knew they wanted very badly yet had never even imagined could be possible. Even fans of only one half of the mix were intrigued by the possibilities of the two worlds colliding. READ MORE
At the outset of Over the Moon Games Studio’s debut offering, The Fall, a figure in an advanced combat suit plummets towards a planet for reasons never explained. Seconds before slamming into a rocky outcropping, the combat suit’s self-defense systems automatically kick in, initiating antimatter shielding that lets the suit blast through the obstacle without harm. The figure then proceeds to carve a fifty-meter hole into the surface before finally coming to rest.
This self-defense system is operated by an artificial intelligence called an armored robotic interface device (ARID), which is also capable of piloting the suit independently should the user within become unresponsive. After a fall like that, “unresponsive” is probably the best-case scenario, but since almost all of the suit’s diagnostics and advanced functions were disabled the AI has no way of knowing anything more than that. Driven by its Asimov-like three parameters — “must not misrepresent reality,” “must be obedient” and “must protect active pilot” — it decides that finding medical attention for its pilot is its primary objective. READ MORE
The Marvel-vs.-DC comic publisher rivalry has played out for decades on the printed page and subsequent adaptations. Movies, animation (both features and series), video games, action figures and even various role-playing game systems have all drawn from the deep rosters of both companies’ history of creativity. In 2012, two deck-building games were released: one Marvel (published by Upper Deck), one DC (published by Cryptozoic). I have only recently been able to play them both, partially thanks to recent expansions, and wanted to compare the two head-to-head as is contractually required of Internet fanboys. READ MORE