Monday, May 18, 2026

What Could Bug Fables 2 Look Like?

What could Bug Fables 2 look like, and what new features that could be added? Let's jump right in.

It has been quite some time since I have talked about Bug Fables and I want to revisit it. But more of a hypothetical sequel, so today, I'm going to monologue what could Bug Fables 2 look like and what new features can be added to the sequel and things that need improvement. There's a lot to breakdown here.

First things first, from a technical aspect, I think it would be a natural and ideal form of progression to make the next Bug Fables in the same engine that Escape from Ever After. With the power of the same engine used in Escape from Ever After and because of the modern consoles that provide better technology, I think it can make the game overall look amazing. But this is where we hit a bit of a roadblock, so here's the thing.

Bug Fables was just darn near perfect. The battles are amazing. You learn new skills when progressing through the story and reaching certain levels. It has the Team Snakemouth trio in battle rather than having two characters in battle. It has NPCs that join the battle, like Maki. Everything is on point and we can see everything for the sequel. But there are some areas that need improvement and couple of new things to be added for a hypothetical Bug Fables 2 that I'll talk about now.

First off, the expanded party. In Bug Fables 1, you only have the members of Team Snakemouth as the playable characters while NPCs like Maki can join you in some parts of the main story and can have Chompy as an optional companion and it can be accompanied by defeating the Mother Chomper to get the seed, get the Tardigrade Shield badge at the desert and delivering the seed to the elder bee at the Bee Kingdom. But we can beef up the party in Bug Fables 2. So, a fleshed out party in Bug Fables 2 could work so that you can play as not only the members of Team Snakemouth consisting of Vi, Kabbu and Leif, but also others like Zasp, Mothiva, Maki, Kina, Acolyte Aria and even Yin, who is experienced after defeating the Wasp King. They each have their own arsenal of abilities to use against enemies, the ones you see when fighting against them and they gain new abilities when reaching certain levels. This provides players the flexibility to choose the three characters to put in battle.

Here's the next thing for Bug Fables 2; Triple Strikes. The Super Mario RPG remake introduced powerful Triple Strikes and they very depending on the party. They come with a gauge that fills up when nailing the timing. I think Triple Strikes can work in Bug Fables 2 that it can come with a gauge and depend on the characters in battle. It fills up when nailing the timing. Nailing consecutive timings can increase the gauge faster. But blew the timing and the combo breaks and you would have to start all over again. The chain carries over between battles as long as you time your button presses correctly. For example, if you have Team Snakemouth in battle, they can execute a giant iceball move that is acquired from completing Leif's Request.

This brought me to my next point here. You would know that Bug Fables is inspired by the first two Paper Mario games that became the most popular and launched to critical acclaim. So, I thought that we can keep the Paper Mario-esque environment and sprites, but have new inspirations from the Super Mario RPG remake and Mega Man X: Command Mission or Lord of the Rings: The Third Age in terms of mindset, gameplay and party size. This means when one or multiple characters level up, they increase their max stats like HP, TP, attack, defense and luck, which offers critical strike chances, each character would have their own TP gauge.

Turn-based JRPGs became a blast to play. Some offer the order of when each character have a turn. We know that Bug Fables is a turn-based JRPG and we can keep the JRPG mechanics in Bug Fables 2 and add a turn window to display the turn order of characters and enemies and whose turn is it, like other turn-based JRPGs that have the turn order window. The turn order window in Bug Fables 2 would be beneficial enough to give battles some kick instead of having the party attack first before the enemies do.

Now, if you have been expecting the one issue in Bug Fables, which is incorrect button glyphs, that can obviously be fixed. The game not showing buttons of the Dualsense controller in game is due to the fact that Bug Fables actually came out before the PS5 does. Thankfully, Bug Fables 2 can fix the problem, by supporting Dualsense button glyphs.

Before I end this post, I want to say that Bug Fables: The Everlasting Sapling became near perfect. I was able to finally beat the game. The final boss given me a headache that the Everlasting King heals himself up two times. After three rounds, I have finally did it. And almost every aspect became suitable to my tastes. I recorded my gameplay videos and put them in my Bug Fables Let's Play series playlist.

Let me tell you this. There was a point in time when I was playing Earthlock, right? When I was playing Earthlock, I was struggling a bit on the final battle against Ichabo Locke. It became a connection to struggling a bit on the final battle against the Everlasting King. Though I have finally beaten Bug Fables, there is a silver-lining to all of this. If I had acquired Chompy and acquired the useful Tardigrade Shield badge in the first place, then maybe I wouldn't struggle with defeating the Everlasting King at all. But now that I have beaten it, it's off to playing Escape from Ever After with the intention of starting my Escape from Ever After Let's Play series.

The thing is, if we want the sequel for the Bug Fables franchise to be meaningful, we need it to expand and polish what made Bug Fables 1 so amazing and perfect in the first place. But I think these unique innovativ ideas I have stated can overall greatly improve the Bug Fables experience in Bug Fables 2. If the sequel comes to fruition, I can make a Let's Play series for it.

Monday, May 11, 2026

How Mortal Kombat CHANGED the Series Forever

For years, we have been talking about the rivalry between Mortal Kombat and Street Fighter. But this wasn't a simple debate between the emperor of Outworld and the owner of an evil organization. The truth was much bigger than that. The regular story is that Mortal Kombat was built to became a competition for Street Fighter, but today, we're gonna go much deeper. We're going to state that Mortal Kombat was something more. It wasn't just a competition to Street Fighter. It was a revolution that dethroned Street Fighter and changed the way we experience the series forever. To understand just how the series became so well-liked, you need to understand the world that they were walking into. Let's rewind back to 1987.

Street Fighter was established in 1987 by Capcom. It was the first game of the franchise that started it all as a pioneer. You only play as Ryu and fight through non-playable characters in a one player mode, but in two player mode, player two controls Ken Masters. The first of the series started out as a pioneer. Then in 1991, Street Fighter II came out on arcades as the sequel to the first Street Fighter. Street Fighter II marks the start of having a roster of multiple characters to play as. Upon release on the home consoles, the fighting game genre was popularized, leading to other companies to make their own fighting games and try and be the competition for Street Fighter.

In 1992, a brand new company has stepped up to the fighting game genre to be the competition for Street Fighter. And that's when two adults decided to step up and create a fighting game. Enter Midway Games and the two guys, Ed Boon and John Tobias. These two guys wanted to create a fighting game that can compete with Street Fighter. This is when Mortal Kombat was born. Midway started development and did something different to distinguish from Street Fighter by putting digitized sprites and graphic violence and release it on arcades first.

Upon arcade release, things have been calm. It's like teenagers step up to the arcade joint to try out the game. The arcade release of the first Mortal Kombat became calm, until Midway partnered up with Acclaim Entertainment to begin porting the first Mortal Kombat to 16-bit home consoles. Once that happens, things took a turn for the worse. Mortal Kombat's home console release sparked controversy due to digitized sprites and graphic violence. That move sparked hearings on video game violence held by Joe Lieberman and Herb Kohl and the creation of the ESRB. Mortal Kombat's home console release wasn't just the source of sparking controversy. It became the titan of fighting games like Street Fighter was.

In 1994, Street Fighter has their live action movie directed by Jean Claude Van Damme, which received a negative reception from fans of the franchise due to its lack of special moves. While the film is met with negativity, the fight between Chun-Li and Vega was the only good thing in the film. It recreates and dates to the iconic battle in Street Fighter II. The film industry also had a bit of a competition between Street Fighter and Mortal Kombat in the mid 90s as New Line Cinema made a live action movie aptly named Mortal Kombat.

The 1995 film directed by Paul Anderson became a competition for the live action Street Fighter film, but unlike the games, the violence in it was toned-down due to its PG-13 rating. Despite the criticism towards the toned-down violence, the original film was praised for a spot-on cast, faithful costume design, sharp fight scenes and choreography and unforgettabble soundtrack that is inseparable from the franchise. They scream "Mortal Kombat!" because of the film, not the game. Then the sequel to the film came to pick up right where the first film left off with the inclusion of Shao Kahn, which became terrible.

The animated series for Street Fighter premiered on the same year on USA's Saturday morning block. The cartoon received generally positive reception due to the inclusion of special moves, the satisfying cast of characters and plot. Then Mortal Kombat: Defenders of the Realm also premiered on the same year on USA and has toned-down violence to make it suitable for younger audiences, but lasted for only one season. The animated series department created the competition between two games also.

In 1997, Mortal Kombat enters the 3D space and does away with the digitized sprites from the first three games with the entry of Mortal Kombat 4. The installment puts the series in a 3D arena space, introduces throwable objects and the use of weapons, marking it the first game of the series to ever take place in a 3D space.

In 2002, as we move on to the next generation of gaming, Midway has kept the 3D space from Mortal Kombat 4 with the introduction of Mortal Kombat: Deadly Alliance. Deadly Alliance is the first game of the franchise that has new things never before seen in the previous entries like switching between styles, with one fighting style having a weapon, color coded coins needed to unlock content in the Krypt, breakers and interactive stage gimmicks.

Then Deception released in 2004 and introduced Hara-Kiris, which of course they are only performed by the losing player. And finally, Armageddon came out in 2008 to introduce the roster's everyone is here approach to have every character introduced in previous installments and the create your own Fatality mechanic. Ed Boon went ahead to help direct the three games within the sixth generation era that came out every two years for six years.

And as we move on to the 7th generation of gaming, Midway partnered up with Warner Bros. to develop Mortal Kombat vs. DC Universe. It does away with switching between fighting styles the 3D era trilogy has, but keeps the simple combos and have gimmicks of stage transitions on some stages, the rage system and two finishers for each character. While the 8th game of the series, it is not canon to Armageddon. The violence and the Fatalitles in it were toned down for all of the Mortal Kombat side and the DC villains with the exception of Shao Kahn and Darkseid, who don't have finishing moves. But not the DC heroes as they have Heroic Brutalities. It's due to the inclusion of DC Comics characters. That's why they wouldn't want fans to see Batman murdered.

That would be the final game of the series to ever be published and released under the Midway umbrella. Then the series went on a hiatus for two years as Midway Games filed for Chapter 11 bankruptcy to pave the way for Warner Bros. to acquire all of Midway's assets, including Mortal Kombat and close out the Midway Games structure on July 10, 2009.

Warner Bros. went out to close most of Midway's Chicago headquarters and its San Diego and Newcastle studios, leaving the Chicago studio alive and intact to rename the studio as WB Games Chicago several days later. Over a year later, WB Games Chicago was rebranded and reincorporated into NetherRealm Studios. And guess what? This was their first game they have ever made since Warner Bros. owned the rights of Mortal Kombat. This resulted in the creation of their very first game under the NetherRealm Studios umbrella aptly called Mortal Kombat.

As the first game published by WB Games under the NetherRealm Studios umbrella, Mortal Kombat serves as a sequel to Armageddon and a 2011 reboot of the franchise. It takes away the ability to switch between the fighting styles in game and complex combos and replaces it with simple combos and returns to a 2D fighter format the first three games have. The character roster became fleshed out within the story that entails a modern take on a classic story that involves Shao Kahn as the main antagonist of the story rather than making the roster a chaotic mess. Each character has two Fatalities and takes away the half-baked create your own Fatality mechanic from Armageddon.

Here are the new things that were never introduced in any of the games under the Midway umbrella. Mortal Kombat introduces the super gauge. It holds up to three bars and fills up when taking damage or your opponent blocks. Enhanced special moves deal more damage than the regular version of special moves. They consume one bar of the super gauge. Breakers from the 3D era trilogy also returned to consume two bars of the super gauge.

And here's someting new to the series, X-Ray attacks. X-Ray attacks were introduced to consume all three bars of the super gauge. They deal a lot of damage and come with effects of breaking bones. The feature continues in Mortal Kombat X, which of course, became the starting point of introducing brand new faces that never appeared in the Midway era. Then Mortal Kombat 11 changed how we use supers. Instead of through the gauge, they are only used when HP is low. They are called Fatal Blows. Then the series was rebooted again to a fresh new timeline in Mortal Kombat 1. It has the return of the three-bar super gauge, but Fatal Blows are still available when HP is low and has the return of x-ray effects.

Warner Bros. owning Mortal Kombat would pave the way for a planned movie that had to be R-rated to match the games' extreme violence. It resulted in the creation of 2021's live action Mortal Kombat movie reboot directed by Simon McQuoid. The film introduced an original character named Cole Young, an MMA fighter who was given a dragon symbol to represent he is chosen for Mortal Kombat, making him the film's main character, which created a plothole. He is not supposed to be the main character when he never appeared in any of the games. Thankfully, a sequel is coming.

The sequel titled Mortal Kombat II, fixes the mistakes the first movie had made. More familiar faces are coming and Raiden dons his look seen in the games. Now, this movie is gonna feature a Mortal Kombat tournament on the big screen like the 1995 film and feature Shao Kahn as the main antagonist. After its theatrical release, Mortal Kombat II became a flawless victory that critics believed that the sequel has fixed several mistakes like making an original character the main protagonist, a lack of the Mortal Kombat tournament and the divisive Arcana thing and the fights became more brutal than the first film.

To make it exciting, not only we're waiting for Mortal Kombat II because we're also waiting for a brand new live action Street Fighter movie, which is coming out in October this year. The trailer shows that Paramount and Legendary has nailed the Street Fighter movie reboot. Unlike the 1994 movie by Jean Claude Van Damme, the movie features iconic special moves, like Ryu's Hadokens, Ken's Shoryuken, Chun-Li's Spinning Bird Kick, Guile's Flash Kick and E. Honda's Thousand Hands Slap, just to name a few. It is gonna feature a tournament as well like Mortal Kombat II did. We now have two live action movies based on the popular fighting game franchises coming out this year that will feature a tournament. This creates a competition between two praise-worthy films.

Not only Warner Bros. owning the rights of Mortal Kombat unlocked new experiences. It also allowed NetherRealm Studios to take what they learned from the toned-down violence in Mortal Kombat vs. DC Universe. Ed Boon knew that with the right resources, they have an idea that would fit perfectly. A fighting game based on the DC Universe, so there it is, their original IP, Injustice.

Injustice tapped back into the toned-down violence they learned from Mortal Kombat vs. DC Universe and made a fighting game based on DC Comics. While Injustice was developed by the same studio behind the 2011 reboot of Mortal Kombat, it does away with the use of Heroic Brutalities for the DC heroes and toned-down Fatalitles for the DC villains. Superman was the main antagonist, not Darkseid. And in 2013, Injustice: Gods Among Us was released. NetherRealm Studios now has two legendary IPs all polished up and ready to go. That unlocks experiences we'd experience in Sonic SatAM.

See, WB owning Mortal Kombat would've brought some Mortal Kombat characters to the ill-fated free-to-play platform fighter, MultiVersus. However, that will never happen now that support on the game has been sunset. That allowed Warner Bros. to bring their collaborations to Fortnite for characters to be used as skins, including, guess what? Mortal Kombat.

2011 was when Mortal Kombat was taken to the fresh new level with the return to its roots of a 2D fighter, a fleshed out roster bound with the story, simple combos and two Fatalities on each character. 2026 marks the 15th anniversary of the 2011 reboot that serves as the 9th entry of the franchise and the first entry under the WB umbrella and the 16th anniversary of establishing NRS.

The 2011 reboot didn't dethrone Street Fighter. It allowed Mortal Kombat to be the face of the revolution that changed the series forever following Warner Bros' claiming of the rights of Mortal Kombat and making the games developed under the NRS umbrella. Warner's victory wasn't just a victory for the series. It was a victory for a new way of thinking about the series. It was a victory for new ideas for the remainder of the series. And Warner Bros. is the company to pave the way for future Mortal Kombat and Injustice projects ranging from games to movies.

Monday, May 4, 2026

6th Generation Era is the SWEET SPOT of Third-Party Titles

If you're a lover of many third-party titles, you might want to think about getting a GameCube, PS2 or the original Xbox. But if you are a part of the community that prefers to play these games on modern platforms and want to buy them digitally, there might be some good news for you, because maybe you don't have to buy one of these systems at all. But before we get to that, let's address the history and state how the 6th generation era of gaming has come to this point.

Somehow, the 6th generation of gaming consisting of the PS2, GameCube, the original Xbox and even the Dreamcast became the best generation that many people, including myself, believed. It's not just because of how games were developed. It became the sweet spot of third-party games as well, even though one company has shifted from being a console manufacturer into being a third-party developer. Now, let's take a second here and rewind just a little bit, so bear with me.

First and foremost, if you go back to the part when SEGA has shifted to being a third-party AAA developer following the commercial failure of the Dreamcast to release games on non-SEGA platforms like Bandai Namco, Capcom, Square Enix and a bunch of others before them, it came with a whole brand new company that stepped up into the gaming ecosystem, Microsoft, who would then create the first Xbox console that would be aptly named the Xbox. I said to myself, "It sucks that the Dreamcast had to fail miserably because of the eye of the storm being the PS2's launch SEGA was in" and it wasn't a convincing one. In fact, the PS2's launch got so overwhelming, it was reported Sony would humiliate SEGA as a console manufacturer, allowing them to demote themselves into a third-party developer.

Following Microsoft's step up into the gaming industry upon SEGA's shift to a third-party software business, SEGA has released a compilation of SEGA GT 2002 and Jet Set Radio Future for the original Xbox and Super Monkey Ball for the GameCube as launch titles for both systems. Then they released a brand new Sonic title, Sonic Heroes, which would be their first original Sonic title since the business shift to being a third-party developer. However, while our speedy blue lad may have gone third-party so that his games would release on non-SEGA platforms, he was not the only mascot that did it.

The PS1 era became deemed as charming when they established two legendary titans, Crash Bandicoot and Spyro the Dragon. These two legendary mascots were established in the PS1 era by the original developers Universal brought on after the release of Way of the Warrior and Disruptor for their three-game contract, Naughty Dog and Insomniac. They are the two developers Universal hired for their three-game contract.

Insomniac's three-game contract with Universal was up and done when Spyro 3 came out. But after Crash 3 came out, Naughty Dog couldn't leave the Crash IP once their three-game contract with Universal was done because PlayStation wanted another Crash game from them, but Naughty Dog refused to work with Universal because of their bullcrap--turning off the air conditioner to the building and forcing them to work in a Californian summer weather after hours, so Sony negotiated between the companies to pave the way for Crash Team Racing, which would be Naughty Dog's final Crash title before moving on to new creativity.

As we move on to the next generation of gaming, Naughty Dog and Insomniac parted ways with both IPs to partake on new adventures on the PS2 with their brand new IPs, Jak and Daxter and Ratchet and Clank. It left Universal to brand the IPs however they want, resulting Crash and Spyro to go third-party from passing it on to different studios to continue the franchises on multiple platforms since the developers don't own the rights to both franchises. When each company got a hold of Crash and Spyro, they tried something new and introduced innovations in their games. However, while they garnered a cult following, none of the games that came out after the original trilogies came close to the renowned the originals did both in terms of reviews and sales.

And here's the worst part. During development of Twinsanity, a lot of gameplay hours and content were cut from the game. Enter the Dragonfly kept on getting rewrites and ideas scrapped after nothing worked bi-weekly and was given an awfully short development time to release it early before the Christmas season with bugs galore, leading to intense disagreements within the studios about how to get the game out, escalating to literal fist fights, like sitting in the offices when making a game for Mortal Kombat and a game for Naruto. This is due to Universal's stupidity. They allowed gameplay hours and content to be cut from Twinsanity and they had to release Enter the Dragonfly prematurely because of their refusal to miss the Christmas season that led to literal fist fights within the company.

If we fast forward to 2020, Toys for Bob has taken the mantle of releasing a brand new Crash game, Crash Bandicoot 4: It's About Time. It's a modern Crash Bandicoot title that is based off of the original trilogy that was the most popular, which is how it saved the franchise. Fast forward into now, we got some info about a new Crash Bandicoot title and a new Crash Team Racing title across the internet along with info about a new Spyro title, which may not be a modern Spyro that is based off of the original trilogy since we can expect RPG elements, deeper storyline, deeper combat, open world elements and even some moments we've experienced in Sonic SatAM. We're getting closer to the verbal announcement of three anticipated games.

Crash and Spyro became the two kings of the PlayStation in their time in the original trilogies. When we move on to the 6th generation of gaming that is the sweet spot, the IPs went third-party to have games release not just on the PS2, but also other platforms. None of them may be critically successful as the original titles, but we don't care. All we care about is revisiting them.

Rolling back to when SEGA was a hardware manufacturer, throughout the 1990s, CRI gradually transitioned its focus to evolve into a provider of two audio middleware tools, ADX and Sofdec. They went on to develop games for the SEGA Saturn and Dreamcast before it was incorporated as CRI Middleware in 2001 when SEGA restructured themselves into a third-party developer to provide their two middleware tools, and not just for SEGA games, but non-SEGA games by other developers as well, released on non-SEGA consoles. They are so powerful that it can produce lossy audio and video streaming.

See, CRIWARE is not nostalgic, but ADX and Sofdec are. The logos were phased out in 2008, but still usable under the CRIWARE brand. While CRI Middleware is a Japanese software developer that can integrate codecs into games, they also integrate codecs into games produced by American companies, including the one American company, THQ. Which brings me to my next point here; how the WWE games under the THQ umbrella became more revolutionary than the ones under the 2K umbrella. I haven't gone into detail about this in previous posts, so I decided to go into detail here now.

THQ was known for producing wrestling games, right? Wrestling games were revolutionary under the THQ umbrella that the company began production on them when the 5th generation consoles came out. And when we get to the 6th generation era of gaming, things were taken to the next level, with the inception of the SmackDown vs, RAW franchise. And here's something really interesting regarding the fact of the 6th generation era being the sweet spot of third-party games.

THQ didn't just produce regular wrestling games. They also produced spinoffs, ranging from the driving game to the GameCube-exclusive Day of Reckoning series that was so revolutionary. Factors show that the fan favorites are the ones under the THQ umbrella due to the revolutionariness introduced in them.

But when we get to 2014 when the WWE game franchise was passed on to 2K, the fan bases are over the place. The only conception is that the ones under the THQ umbrella were more revolutionary and better than the ones under the 2K umbrella and that's something I can strongly agree. It's also due to the 2K era's lack of cinematic logos the THQ era has. See, games based on TV wrestling are popular in the US, while CRI Middleware developed the middleware tools in some of them. They are basically integrated on the PS2 and GameCube versions of them since both systems did well in the Japanese market unlike the original Xbox.

This applies to the fact that Japanese companies were able to develop PS2 and GameCube games well. They made games based on anime as well, including the one company that is known for making games based on anime, Bandai Namco. It's the company that made the Dragon Ball Z: Budokai trilogy for the PS2 and GameCube, but the third iteration is only for the PS2. But they were Bandai at the time.

Then another anime also entered the fighting game ecosystem with Dragon Ball, Naruto. Naruto's entry into the fighting game ecosystem came with two franchises, the Ultimate Ninja franchise for the PS2 by Bandai Namco and the Clash of Ninja franchise for the GameCube by Tomy. And guess what? Both franchises became a citation of the sixth generation era being the sweet spot of third-party games.

While both of Naruto's games are legendary and have high caliber, Clash of Ninja is not a sister franchise to Ultimate Ninja. The Ultimate Ninja franchise takes place in the 2D space while the Clash of Ninja franchise takes place in the 3D space. Both of them dated to the edited version of Naruto that was the golden age of Naruto when first aired on Cartoon Network, which I like better than the unedited version that has swearing and blood. If we compare both developers, Clash of Ninja was developed by Eighting, and Ultimate Ninja was developed by CyberConnect2.

CyberConnect2 is a Japanese game developer who developed their games on the PS2 based on anime with Bandai Namco. They developed the Ultimate Ninja franchise and the .hack franchise that came in multiple volumes. The original .hack had four volumes and .hack//G.U. had three volumes and that is another factor that cites the 6th generation of gaming being a sweet spot for third-party games. CyberConnect2 at the time became prevalent in today's market to develop games on not just on PlayStation consoles, but also on other platforms as well on this generation.

This comes a connection to the plethora of TV show and movie licensed video games. But I look specifically at licensed games that are released on the PS2, GameCube and the original Xbox. We don't consider franchises as a whole like Star Wars, Indiana Jones, Harry Potter, Lord of the Rings or James Bond as nostalgic. But there are titles in the franchises that are nostalgic like, of course, Star Wars: The Force Unleased, Indiana Jones and the Staff of Kings, Harry Potter and the Goblet of Fire, Lord of the Rings: The Third Age and 007: Nightfire. But these franchises as a whole are not nostalgic due to their prevalence in today's market. No, the nostalgic franchises are Monster House, Madagascar, Tak and the Power of Juju, Scarface and Buffy the Vampire Slayer. These are the nostalgic ones that never been remade for modern consoles.

And one of the licensed games being one of the well-liked games is the Simpsons Hit & Run. This is a licensed game that was well-liked by both the critics and fans. A child-friendly GTA with a sense of no killing, guns or explosions, exploring Springfield, partaking on missions and hilarious and witty dialogue. Radical made this game after the failure with Road Rage because of the lawsuit SEGA of America filed against the companies over it being a Crazy Taxi clone for patent infringement. Radical made a Crazy Taxi-esque game that was met with a mixed reception, but not as bad as the Simpsons Skateboarding and the Simpsons Wrestling that were absolute dumpster fire titles.

If you look at Metacritic, the Simpsons Skateboarding has scored a 38 out of 100 and Wrestling scored a 32 out of 100. These two games were worthy of being met with negative reception that everybody hated both of them because of their lack of polish and quality. They both averaged on a meager 34 out of 100 and they are both sports games based on the Simpsons.

Speaking of sports games, this leads me to the next part on how the 6th generation era is the sweet spot of third-party titles; sports games with flashy elements. I know I'm not a fan of sports games, but I prefer the ones that have flashy elements. I know that some people would think that EA was the first, but there was one company that made their sports games with flashy elements first before EA followed suit. That is Midway Games.

Midway had a licensing contract with the NBA, NFL, MLB and NHL, the big four sports leagues, to develop sports games. The first one that came out on the N64 and PS1 was NFL Blitz. And as we head into the next generation of gaming, more sports games kicked in and Blitz continues. MLB has Slugfest, NHL has Hitz and NBA has Ballers. It literally fits the 6th generation era into a T.

What has also fits the generation into a T is when EA followed suit to develop sports games with flashy elements. They were released under the EA Sports BIG label in 2000 when the PS2 came out. The label has street sports games based on leagues. Then it was phased out in 2008 and the company moves on to make mainstream sports games every year. They are done by big companies and lacked innovations. Many people liked to play sports games that are flashy, grotesque and fun, the ones released in the generation. We have seen some grotesque and wacky gameplay in arcade style sports games. That's great for the learning curve.

Anyway, if we go back to the Midway part, they were the publishers of the Mortal Kombat franchise. Upon home console releases of the very first game of the franchise, it became controversial due to graphic violence and gore. It sparked the senate hearings held by Joe Lieberman and Herb Kohl, and the creation of the ESRB.

And as we get to the next generation of gaming, Mortal Kombat was taken to the next level in 3D space with three games, Deadly Alliance, Deception and Armageddon. The trilogy of games involved switching between styles in game, doing Conquests, combo trials and earning color-coded coins to unlock content in the Krypt. I know we loved switching styles. It became a part of innovation that it is a praise-worthy feature, especially when it comes to combos. They became fan favorites of the series due to switching styles introduced in them.

Well, I covered everything regarding to how the 6th generation era is the sweet spot for third-party titles. Now we can go back to the present. The 6th generation became a sweet spot of third-party games that Nintendo and PlayStation fans want to revisit them in that generation. Their wish was fulfilled. Nintendo Switch Online offers a catalog of GameCube games only on the Switch 2 and PlayStation Plus offers PS2 games on the PS4 and PS5 and will continue on the PS6 and the new handheld console. That includes third-party games that are a citation of the 6th generation era being the sweet spot, so if you look at the box art, you'll experience the goodness of them.

Xbox players get a pass because the Xbox One, Xbox Series X/S and a future Xbox console titled Project Helix can play original Xbox games through backwards compatibility, so all they have to do is put in an original Xbox disc and that's it, it recognizes it. The Xbox backwards compatibility system is making a comeback to make PC games play most games across every Xbox generation and hopefully make a lot more of them play on modern Xbox consoles despite licensing issues and technical headaches.

As we browse through the GameCube and PS2 catalogs, they currently meet couple of criteria. First off, games that use ADX and Sofdec, so the GameCube catalog has Soul Calibur II and the PS2 catalog has Soul Calibur III. This means it's possible that both Nintendo and Sony were able to throw out games that use the two middlewares, so there will be more to come.

Now let's move on to another criteria; licensed video games based on other media; TV shows and movies, the ones that never been ported to modern consoles to deem them as nostalgic. The PS2 catalog has the recently released WALL-E. This is the very first licensed video game to ever come to the PS2 catalog, indicating that while this is a Disney game, there is a possibility for Sony to throw in more licensed nostalgic video games, the ones that never been remade for modern consoles. But to do that, Sony must create a license and divert it to Implicit Conversions to resolve licensing issues. The GameCube catalog, however, has yet to get a licensed game based on a movie or a TV show due to licensing issues. But will have one at some point.

Both catalogs don't have sports games with flashy elements, Crash and Spyro games, wrestling games, games based on anime yet or the 3D-era trilogy of the Mortal Kombat franchise that involves switching between three styles in game, but we can hope that they make it to the respective catalogs in the future. There are a lot more PS2 and GameCube games to come and that will include the ones that can possibly meet the following criteria we have set on this post. Again, Xbox players are exempt since modern consoles have full backwards compatibility and the program is making a comeback to extend it to PC.

Why I'm telling you about this is because the 6th generation era of gaming has a lot of third-party games in my childhood. That also include the ones my cousins and I played. Heck, I can just play them all day on my PS5 and on my Switch 2 if I get one, but the ones with action in them since action games become the most popular game genre. And not just action games, but also fighting games as well since both Nintendo and Sony can throw in retro fighting games into their classic catalog well and existing companies compiled retro fighters in one collection to have modern features. I have the link to the post that talks about the companies' plan to port fighting games into modern consoles and its nuances.

https://rpggameroom.blogspot.com/2025/10/blog-post-%20companies-plan-of-porting-classic-fighting-games-to-modern-platforms.html

Saturday, May 2, 2026

2XKO Season 2 at Evo Japan? About That...

Admittedly, I was supposed to post a backstory post, but I just want to provide you an update on something related to 2XKO. Based on things I stated on the post regarding 2XKO in 2026 and what people have been expecting. And it's something to do with Evo Japan. This post may sting a little, but this is something to get off my chest.

Now, I originally said that we're gonna see the Season 2 trailer dropped before or after 2XKO Top 8 at Evo Japan 2026, but apparently, the trailer didn't drop. Bandai Namco is dropping the Kunimitsu trailer after Tekken 8 Top 8, Mr. Karate is revealed for Fatal Fury, Zohar is revealed as the fourth DLC character for Under Night In-Birth II: Sys:Celes, Kula Diamond from KOF and Mai Shiranui from Fatal Fury are announced to be returning DLC for Dead or Alive 6: Last Round and finally, Sony is announcing something for Marvel Tokon.

Evo is known for throwing out announcements for fighting games, courtesy of a number of developers. 2XKO is one of the games in three Evos this year. However, since we didn't get a Season 2 trailer at Evo Japan like I predicted, I don't think that Riot is gonna announce something at any other Evo events before or after Top 8. I did a post talking about the roadmap of everything coming to 2XKO in 2026. I'll provide a link to it at the end of the post.

If you're wondering why Riot can't announce something for 2XKO in a major fighting game event after or before Top 8 like other developers, well, since 2XKO is a free-to-play fighting game, I think the team has the flexibility to make announcements anytime. Here's the thing; they announced Caitlyn at the Game Awards last year. In the previous Weekly Warmup, Akali and Senna were announced. Because of it, since the Season 2 trailer didn't drop at Evo Japan, it will drop one day before launch.

But then, I have realized something. Remember the God release schedule in SMITE 1 that involves releasing new Gods in February, April, June, August, October and December in Years 6-9? If the new Champion releases are mostly separate from new season releases since Akali came out in April, this apparently brought me to believe that Senna is possibly coming out in June. That's explains why the Season 2 trailer didn't drop at Evo Japan. In fact, the Season 2 trailer might not drop at all since new character releases are mostly separate from new season releases. And with Summer Game Fest getting closer, the Senna trailer might drop at Summer Game Fest and I should be able to try her out before I leave to go to my old stomping grounds. But I'm bringing my computer with me.

And here's another thing. Each season lasts up to 16 weeks, right? Season 1 launched in January with the launch of Caitlyn, and Akali launched in April, so evidence of shifting from having five seasons to three seasons and separating new season launches from new character launches strongly suggest that May and September will see new season launches while June, August, October and December will see new character launches, akin to the God release schdule in SMITE 1 during Years 6-9. Instead of me telling you, let's take a look at the rest of the release schedule.

May, 12, 2026 - Season 2 launch
June 2026 - Senna's launch
July 2026 - Mid-Season 2 Patch
August 2026 - Character 4's launch
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September 2026 - Season 3 launch
October 2026 - Character 5's launch
November 2026 - Mid-Season 3 Patch
December 2026 - Character 6's launch

Looking at the schedule, new seasons are launching in May and September while new characters are launching in June, August, October and December. As for July and November, I think they're gonna see mid-season patches. Honestly, if Caitlyn actually came out in February instead of January, that could've provided more flexibility at the start.

While my previous expectations have changed since I realized that Senna, Character 4, Character 5 and Character 6 are highly likely to come out in June, August, October and December and the Season 2 trailer may not drop at all because of the fact that character releases are mostly separate from season releases, my predictions of revealing the fourth character of the year and updating the roadmap to reveal the rest of the things during the Friday Showcase at Evo Vegas 2026 are still in play, along with the prediction of rolling the Senna trailer at the Summer Game Fest. If you're interested in reading the article about 2XKO in 2026 and the things I went over, you can click the link to the post below.

https://rpggameroom.blogspot.com/2026/04/huge-news-for-2xko-in-2026.html

Thursday, April 23, 2026

Publishers of Stray Made Something CRAZY

Clair Obscur: Expedition 33 is a magnum opus of a turn-based JRPG that still holds a lot of players today. But what if I told you that the publishers of Stray have brought on a small team that has developed a charming turn-based JRPG that is similar to the critically acclaimed turn-based JRPG, but has a musical twist? Let's jump right in.

I'm back with a brand new post regarding a game that I came across that I heard it became so dang gorgeous. And no, I'm not talking about Clair Obscur: Expedition 33. Expedition 33 has quite a dedicated fan base. It sold 8 million copies today and won Game of the Year at the Game Awards last year. Many people see Expedition 33 as an indie or AA game that draws inspiration from Final Fantasy X and Persona 5. However, if you're a fan of Expedition 33 or any other turn-based RPG, there is good news for you.

Annapurna Interactive, the publisher of Stray, has brought on Iridium Studios and made something that is gorgeous. Iridium got to work on their project. And what they made is an absolutely groundbreaking masterpiece of a turn-based JRPG. Picture this; a turn-based JRPG that is a combination of Expedition 33, Grandia Xtreme and Ar Tonelico. Seems like a weird and uncanny creation of combining together three turn-based JRPGs into one, don't you think?


Well, ladies and gentlemen, this is People of Note. People of Note is a turn-based JRPG where musical performances meet thrilling combat. The game's female protagonist is Cadence, a pop singer who realizes that playing solo is not enough to make the judges impressed since she was shut out by the Noteworthy Song Contest, so Cadence travels across the world of Note in search of her new friends to form a band. However, corruption is brewing in the distance. The Harmonic Convergence is set to wreak, or play havoc, with the world's musical energies and the forces of musical evil are working behind the scenes to bring disruption to Note's natural harmonies. That's where Cadence and her musical allies come in to stop the vile forces of music evil and ensure music itself has a brighter future.

People of Note's turn-based combat has a glorious twist that never before seen in any other turn-based RPGs: each battle is an interactive musical performance with evolving combat conditions and genre-bending mashup attacks, akin to the mashup attacks we'd experience in Grandia Xtreme. Each character has their own arsenal of abilities that involve the timing of button presses. Time it right and you'll deal appropriate damage to enemies. Each enemy has a weakness, so exploit it to deal even more damage. There is a cresendo gauge that fills up as enemies grow stronger and battles get more intense. That's where music increases its tempo and things heat up.

The game had a demo that had to be taken out upon its full release in a way to focus on post-launch patches. And maybe they can bring the demo back one day. It was listed as a musical turn-based JRPG. Well, yes, but the combat is like a mix of Grandia Xtreme and Ar Tonelico. The big selling point of these two PS2 JRPGs is the concept of turn-based combat with a musical twist and team attacks. The PS2 became the sweet spot for turn-based JRPGs and it driven developers to make a JRPG that is a combination of these games.

If this game sells well like Expedition 33 did, it'll have surprises in store and it'll become worthy of having future updates. Developers can follow Sandfall's footsteps and make players proud. People of Note is now available on PC and consoles, so go check it out.