Spoilers for God of War follow.
2018’s God of War has received widespread critical acclaim. Among its many achievements is the way it brought nuance to Kratos, a character that many would argue had simply served as an avatar for rage and bloodthirsty fury up until that point. In the PS4 pseudo-reboot, Kratos takes on the responsibility of fatherhood and, in doing so, is forced to make decisions that put his son, Atreus, before himself. One such moment sees him return to the Blades of Chaos, the iconic weapons he once used to carve a bloody path through the pantheon of Greek gods as part of a crusade for vengeance.
The extended scene during which he travels home to dredge up a past he hoped would remain buried is powerful for what it represents, but it almost didn’t make it in because of technical and design challenges. In the first episode of a new GameSpot show called Audio Logs, God of War director Cory Barlog discusses the issues developer Sony Santa Monica faced when bringing the Blades of Chaos to the new God of War, which swapped the isometric and side-on view of the classic series for a more cinematic, behind-the-shoulder viewpoint.
“The payoff that we actually got [the Blades of Chaos] right, that was always in question. We didn’t do the blades until probably the last year [of development],” he explained. “We worked on the [Leviathan] axe for so long that there was a possibility that the blades were going to have to get cut because they were just taking so long to get online that everybody said, ‘Look, it took three and a half to four years to do the axe, you’re never going to be able to do the blades in time.’
“So we had a good year of animated chain moves that were just like, ‘That doesn’t feel right, that doesn’t work.’ And with this new camera angle where you have the camera behind [Kratos] it’s very different … You don’t get the same visual as when you have a side view of Kratos shooting the chain blades out. Seeing it from an isometric view, seeing it from a side view, you get a better view of the line of action. We really had to figure out how to take the old moves and make them work much better in this camera angle.”
Barlog goes on to explain that, while the Blades of Chaos are a nice nod to longtime fans of the God of War series, they also serve a crucial narrative purpose. After all, Sony Santa Monica’s original vision for the game wasn’t one that cast aside Kratos’s brutal history and the questionable morals of his previous actions, but one that embraced them to show his evolution as a person.
“So much of the game was built on this revelation, this realization from Kratos that the blades were something he was going to have to return to. They were something he wanted to get rid of, but would have to go back to them, he’d have to put them on, and he’d do that for his son. That was part of his growth.”
That growth, and the part that the Blades of Chaos played in presenting it, made God of War one of the standout games of the year. GameSpot’s God of War review awarded it a 9/10, with critic Peter Brown saying its biggest surprise was “how mature its storytelling has become.”
He continued: “Like Kratos, God of War recalls the past while acknowledging the need to improve. Everything new it does is for the better, and everything it holds onto benefits as a result. Kratos is no longer a predictable brute. God of War is no longer an old-fashioned action series. With this reboot, it confidently walks a new path that will hopefully lead to more exciting adventures to come.”
God of War was also one of GameSpot’s 10 Best Games of 2018: “Regardless of what we all expected from Sony’s muscle-bound badass, God of War is simply a great video game driven by a bold directorial vision and top-tier execution from a team that clearly knows how to knock it out of the park,” we said.
Episode one of Audio Logs is available now on YouTube and in it Barlog walks through the sequence in its entirety, breaking down the different cinematic flourishes and design techniques Sony Santa Monica used to bring the moment to life and make sure it lands with players in a way that is memorable.
He also delves into the characterization of Kratos and the inner turmoil he faced when coming to the decision that he’d need to return to the Blades of Chaos to help his son, Atreus. There are a variety of small touches that even those that have played through the game numerous times will no doubt have missed, and–perhaps more interestingly–insight into the previous versions of the scene that had to be tweaked and altered to because of the realities of game development. Make sure to watch the episode.
Audio Logs is a weekly show where the people behind the games we love tell the stories of how they’re made, exploring the trials, tribulations, successes, and failures that come with development. Subscribe to GameSpot on YouTube to see more.
Though the games are mostly about beating up other players and taking them out with gory, brutal fatalities, the Mortal Kombat series is steeped in lore. Ten games in, its story is pretty convoluted–there are the various realms, the different gods, a bunch of character backstories, and plots filled with sorcerers, spells, zombies, and even time travel.
With Mortal Kombat 11 quickly approaching, we’ve dug back through the stories of the Mortal Kombat games to bring you up to speed on everything you need to know–and, honestly, probably some things you don’t. It’s all about Raiden trying to save Earth and prevent the end of all reality, and long-time baddie Shao Kahn basically mucking that up. But there are a huge number of evil players, and they’re all likely to be relevant once again in Mortal Kombat 11, which promises more time-bending weirdness.
Here’s the entire story of the Mortal Kombat series thanks in large part to the Mortal Kombat Fandom wiki and a few handy YouTube videos, from the first release in 1992, all the way through the following 27 years.
Before The Games
First and foremost, it’s important to understand how the world of Mortal Kombat is laid out. There are special, powerful Elder Gods, who preside over multiple distinct dimensions known as the realms, and a bunch of lesser gods who hang around those various realms, with their own agendas–usually to protect places and people from the scarier folks of other realms.
The major realms are Earthrealm (Earth as we know it, more or less), Outworld (a conquest-happy barbarian wasteland), Edenia (a beautiful magical paradise), and the Netherrealm (Hell). There are more but they vary in size and importance, but if they exist, Outworld wants to dominate them. In Mortal Kombat, that doesn’t just mean sending occupiers to another dimension to take over; when a realm is conquered by another, they literally merge together, mixing their landscapes.
The Elder Gods figured they should regulate all this realm-merging nonsense somehow. They created the Mortal Kombat tournament, in which, once a generation, champions from competing realms would face off. If one realm beats another realm 10 times in a row, the victor wins the right to take over the loser.
Outworld wasn’t just warring with other realms; it was creating an empire. For centuries, Outworld was ruled by Onaga, who was obsessed with taking over as many other realms as he could. Onaga was particularly scary because he could raise the dead, making his army effectively invincible. He and his followers were also noodling on a way to make him invincible.
Onaga eventually was betrayed by his lieutenant, Shao Kahn, with the backing of the Elder Gods. Shao Kahn took over the role of ruler and protector of Outworld, but like Onaga, his lust for power got the better of him. Shao Kahn took on his own campaign of conquest, with the help of Shang Tsung, his sorcerer minion. His primary target: Edenia.
Meanwhile, On Earth
Separate of all the scary Outworld stuff were the events going down on Earth. One of the Elder Gods, Shinnok, decided he wanted to take over Earthrealm and make everyone worship him and be all-powerful. Shinnok was more than a regular god thanks to his special amulet, which was linked to his powers and allowed him to travel between the realms without the Elder Gods being able to stop him.
Luckily, Earth had Raiden, the god of thunder, who wasn’t an Elder God but powerful nonetheless. He battled Shinnok in an intense war that lasted millennia, caused the extinction of the dinosaurs and toppled civilizations, and even tore holes between realities. A race of dinosaur-descended folks (e.g. Reptile) came through those tears, and while most were wiped out with the extinction, some made it to the realm of Zaterra.
Raiden eventually defeated Shinnok, snagged his magic amulet, and imprisoned him into the Netherrealm for all eternity. For untold centuries, Shinnok was tortured and stuck in Hell, which was a pretty good result for Raiden.
Shao Kahn Comes For Earth
When Shao Kahn took Edenia, he next turned his attention to Earthrealm, which apparently is, like, the best one. In Edenia, he killed the realm’s king and took its queen, Sindel, for his own. At Sindel’s urging, Kahn spared the princess, Kitana; instead of killing her, he raised her to be a skilled assassin and member of his guard.
Sindel might have been conquered, but she wasn’t done fighting. She commited suicide in order to create a magic ward on Earth, which prevented Shao Kahn from stepping foot in the realm, which made it a lot harder for him to conquer.
Shao Kahn sent Shang Tsung to kick off the Mortal Kombat tournament on Earth. Raiden had prepared for this, though, and created an order of Shaolin monks dedicated to seeking out the best fighters on Earth every generation to fight in the tournament. The Great Kung Lao won the tournament, and Earthrealm was safe.
Shang Tsung had a trick this time, though. He brought the four-armed Goro to serve as Outworld’s champion, and the monstrous fighter promptly kicked the Great Kung Lao’s ass and killed him. The plan worked beautifully, and despite Raiden and Earthrealm’s best efforts, Outworld won the next eight tournaments. One more, and they’d be able to invade and merge Earthrealm with Outworld.
Shinnok’s Not Done
But wait! Shinnok is still a thing. After being tortured in the Netherrealm for a quarter of forever, Shinnok met Quan Chi, a sorcerer wandering around the realm. The pair made a deal: Quan Chi would help Shinnok in exchange for being his right-hand man and gaining the power to rule with him. They teamed up and eventually took over the Netherrealm. But even being King of Hell kind of sucks, on account of it’s still Hell, so Shinnok and Quan Chi started working on getting out and back to Earth.
On Earth, Quan Chi hired the Lin Kuei to find a map that would eventually lead to where Raiden had hidden Shinnok’s amulet, which is what’s depicted in Mortal Kombat Mythologies: Sub-Zero. Quan Chi also hired the Lin Kuei’s rivals, the Shirai Ryu, for the same job to increase its chances of success. Sub-Zero, the ninja sent by the Lin Kuei, was successful in finding the map, and in the process killed Scorpion, from the Shirai Ryu. Quan Chi repaid the Lin Kuei by wiping out the Shirai Ryu, and when Sub-Zero tracked down the amulet, Quan Chi stole it and took it back to the Netherrealm. That was when Raiden decided to clue Sub-Zero in on what was happening, and the ninja went to the Netherrealm to undo the mess he’d created.
Sub-Zero defeated Quan Chi and got the amulet back before Shinnok could use it to escape the Netherrealm. He returned the amulet to Raiden, and then allowed Shang Tsung to hire him to fight in the next Mortal Kombat tournament–although he had secret orders from the Lin Kuei to assassinate the sorcerer.
Finally, The Original Mortal Kombat Games
That brings us (oh my god, finally) to the original Mortal Kombat. Shang Tsung had orchestrated the tournament yet again, Outworld was one victory away from taking over Earth, and Goro was ready to wallop all challengers. But Shang Tsung didn’t bank on Raiden and his new flock of champs, including Sonya Blade, Johnny Cage, and Liu Kang (or on Sub-Zero, sent to kill Shang Tsung, or Scorpion, resurrected by Quan Chi and driven by revenge against Sub-Zero). Liu Kang went on to defeat Goro and Shang Tsung to win the tournament. Meanwhile, Scorpion killed Sub-Zero, whose soul went to the Netherrealm and became Noob Saibot.
In Mortal Kombat II, Shang Tsung tried doubling down in repentance for his failure. He and Shao Kahn sent forces led by Baraka to attack the Shaolin monks, baiting Earth’s fighters to Outworld for another tournament to get around the usual rules of Mortal Kombat. The idea was that if Earth won the Outworld tournament, Outworld would stop bothering them altogether–but if Outworld won, it would count as the tenth victory and allow Outworld to take over Earthrealm. It was a dumb gamble, but the Earth fighters were all upset, so they decided to go for it.
Luckily, Liu Kang defeated Shang Tsung and Shao Kahn to win the tournament, again. He and Kung Lao headed off to restart the Shaolin monk order that would stand ready to defend Earthrealm. Meanwhile, Sub-Zero’s brother (now bearing the name Sub-Zero) showed up in the tournament with his bud Smoke in an attempt to find out what happened to the original Sub-Zero. They were also fleeing the Lin Kuei, who had started turning their clansmen into cyborg ninjas–namely, Sektor and Cyrax. Sub-Zero and Smoke were apparently in line for the conversion and bailed on the clan instead, an act equivalent to treason, which was why the two cyborgs began hunting them. Sub-Zero got away, but Smoke was captured and got the robot treatment.
Oh, and Kitana switched sides, realizing that Shao Kahn was a jerkbag and that her sister, Mileena, was not her sister at all, but some monster clone person created by Shang Tsung.
In Mortal Kombat III, Shang Tsung and Shao Kahn’s other shadow priests managed to resurrect Sindel and brainwashed her into being evil and loyal to Shao Kahn. That broke the ward over Earthrealm, and it also gave Shao Kahn the ability to cross into the realm to go after Sindel for some reason. Apparently, this is a significant loophole that allowed him to skip doing a bunch of stupid tournaments and just invade Earthrealm outright.
Raiden gathered a bunch of Earth heroes to fight Shao Kahn, again, and again, Liu Kang beat him, this time liberating Edenia in the process of saving Earthrealm. Kitana managed to save Sindel, Johnny Cage was killed by Motaro, Kung Lao almost killed Baraka but didn’t, then was supposedly killed by Shao Kahn. Anyway, Earth was saved.
Another Invasion Though
On to Mortal Kombat 4. With Shao Kahn defeated, Quan Chi and Shinnok were ready to execute their plan and attack Earthrealm and the heavens, where the Elder Gods live. With the help of Noob Saibot and the Edenia traitor Tanya, Shinnok escaped to Edenia to wage his war, kidnapping Sindel and Kitana in the process. Mostly, Shinnok was very mad everyone let him rot in Hell for like a million years, and was out for vengeance on everyone, but specifically Raiden. His ultimate plan was to corrupt the Jinsei, the sort of life force of Earthrealm, to gain even more power.
As usual, though, nobody planned for Liu Kang, who beat Shinnok and sent him back into the Netherrealm. Meanwhile, Quan Chi revealed himself as the guy who orchestrated all the events of Mortal Kombat Mythologies and who killed Scorpion’s clan and family, just as he was attempting to banish Scorpion back to the Netherrealm. Enraged, Scorpion grabbed Quan Chi and dragged him back to Hell along with him, wrapping things up pretty nicely for everyone who was not Scorpion.
Crucially, though, we learned that when Quan Chi took Shinnok’s amulet from Sub-Zero way back in Mortal Kombat Mythologies, he switched it out for a fake. That meant the one Raiden took back to Earthrealm was, in fact, the copy. Quan Chi still had the real one.
Quan Chi And Shang Tsung Team Up
The deadly alliance of Mortal Kombat: Deadly Alliance is one between Quan Chi and Shang Tsung. Quan Chi used Shinnok’s amulet to escape the Netherrealm, and at some point, he found out about Onaga’s unbeatable mummified army. He approached Shang Tsung about filling those soldiers with souls–which Shang Tsung routinely steals from people, it’s kind of his whole deal–so they could use them to take over all the realms. They started enacting their plan by taking out key opposition. They headed to Outworld and took down Shao Kahn, then went to Earthrealm and killed Liu Kang. (It turned out that Shao Kahn, in fact, faked his own death, hoping to see how things shook out as he worked to regain the Outworld throne.)
Despite his best efforts in rallying a bunch of heroes to his cause, this time, Raiden wasn’t able to turn back the bad guys. In Mortal Kombat: Deception, we found out that Raiden and a band of top fighters, including Kung Lao, Sub-Zero, Sonya, Jax, and Kitana, challenged Quan Chi and Shang Tsung at Shang Tsung’s palace, but were ultimately defeated, with all the mortals getting killed (except for Sub-Zero, who wound up elsewhere). Raiden tried to stop the deadly alliance on his own but couldn’t handle it. In the final moments, Quan Chi and Shang Tsung turned on each other for control of Shinnok’s amulet, with Quan Chi emerging victorious. But hold that thought for a second…
The Deception In Mortal Kombat: Deception
The Konquest mode of Mortal Kombat: Deception sets up the events of that game, ranging back 41 years before the battle between Raiden, Shang Tsung, and Quan Chi. A warrior named Shujinko was visited by Damashi, who claimed to be an emissary of the Elder Gods. Damashi put Shujinko on a quest to collect special artifacts, the Kamidogu, from each of the realms and gather them together. Shujinko was deceived, however–decades later when he completed the task, he discovered Damashi was actually Onaga, with the Kamidogu allowing him to be reborn into the world once again.
Onaga’s plan: get Shinnok’s amulet; control everything. So Onaga showed up at Shang Tsung’s palace to get the amulet and his invincible army at the start of Mortal Kombat: Deception’s main story. Quan Chi briefly teamed with Shang Tsung and Raiden against their common foe, but they were beaten. Raiden tried to sacrifice himself using all his god powers to blow up the whole place, but Onaga emerged pretty much unhurt. Onaga claimed the amulet, and Raiden eventually reconstituted, but came back as a red-eyed, corrupted, villainous version of the god.
Onaga resurrected the other Earthrealm warriors to fight for him. Mileena disguised herself as Kitana (deception again!) to lead the Edenia forces against Onaga, and the Elder Gods saved Scorpion, who Shang Tsung and Quan Chi had seemingly destroyed in their “Soulnado” (yes, it’s a tornado of souls), to be their champion. The ghost of Liu Kang and the telekinetic ninja Ermac also managed to unbrainwash all the resurrected Earthrealm warriors, and they stood against Onaga, too.
In the end, it was Shujinko who stopped Onaga. He did a thing where he summoned all the power of the other warriors, and used it to destroy Onaga’s Kamidogu. That weakened Onaga, which allowed Nightwolf to do a magic thing to chuck him into the Netherrealm.
Mortal Kombat Causes The End Of The Worlds
Now it’s Mortal Kombat: Armageddon. The rise of Onaga brought out all the bad guys everywhere and banded them together under one banner. All the warriors on the good side were converging to defeat them.
This is actually all part of a prophecy made centuries earlier by Delia, the wife of Edenia’s protector-god, Argus, according to the Mortal Kombat Fandom wiki. She foresaw a battle in which all the super-strong Mortal Kombat warriors fought each other until they destroyed all the realms with their power. To stop it, she and Argus enacted a plan: zap the warriors’ powers. They created Blaze, a fire elemental that would draw all the warriors to the right place, because whoever beat it would get insane power. Then they put their two sons, Daegon and Tavin into stasis, with the idea that when the armageddon battle came, they’d get woken up and go on a quest to defeat Blaze, get its power, and either kill all the warriors or magically remove their powers. Shinnok messed that up, waking up their son Daegon centuries too soon. He turned super evil, and spent the years preparing to kill his brother, Taven, so he could get Blaze’s power, which would turn one of the two brothers into a god.
Taven awoke and completed his quest, then managed to defeat Daegon. But Taven failed to stop the warriors and defeat Blaze, like he was supposed to in order to ward off armageddon. Instead, it was the worst possible person who wound up on top with Blaze’s power: Shao Kahn. All the other warriors were killed in the process and by Shao Kahn. The apocalypse had not been canceled, in fact, and now the realms would be dominated by an unstoppable Shao Kahn.
Except, that is, for one last thing. Raiden, defeated and dying, used some kind of magic amulet to send a message through time to his younger self to try to prevent the apocalypse. The young Raiden realized he had to prevent the future, but he only had one clue to work with. Those were old Raiden’s final words: “He must win!”
Mortal Kombat: Groundhog Day
So now we’re back to the beginning (sort of), but it’s the 2011 Mortal Kombat (or Mortal Kombat 9), which used time travel to reboot the series timeline and covers a new version of the events of Mortal Kombat, Mortal Kombat II, and Mortal Kombat III. Raiden knew something bad is coming, but didn’t have much information. Not knowing what the message meant, Raiden assumed it referred to Liu Kang defeating Shang Tsung in the first tournament.
The events of Mortal Kombat mostly played out the way they did in the first timeline, but with Raiden trying to make some changes for the better. He convinced Scorpion not to kill Sub-Zero, for instance, but Quan Chi showed up during their battle and manipulated Scorpion into murdering Sub-Zero anyway, creating Noob Saibot. Raiden stopped things from going too wrong, like when he talked Cyrax out of killing Johnny Cage, and eventually Liu Kang won the Mortal Kombat tournament like the first time. But Raiden’s magic amulet, the one he used to send the message back in time, cracked a little–telling him that Raiden hadn’t stopped the bad future from happening.
Next up are the events of Mortal Kombat II, which saw the heroes heading to Outland for Shao Kahn’s tournament. Raiden tried to change some things again, guessing that “He must win” meant Kung Lao in the second tournament, rather than the always-winning Liu Kang. But Shao Kahn wound up killing Kung Lao, and Liu Kang won anyway. When Raiden tried to save Smoke from getting turned into a cyborg ninja, the Lin Kuei captured and converted the younger Sub-Zero instead. More cracks in the amulet.
Mortal Kombat III came next with Shao Kahn launching his invasion of Earthrealm. Again, Raiden tried to make some changes to alter the future, but continued to suck at it. He saved Johnny Cage’s life and Sub-Zero was reprogrammed by the Earthrealm fighters to give him back his free will. But Shao Kahn killed Shang Tsung and used his power to strengthen the brainwashed Sindel–and she, in turn, killed a bunch of humanity’s best fighters.
Desperate for the answer, Raiden went to the Netherrealm to ask for Quan Chi’s help–but got turned down. But his conversation with Quan Chi did finally help Raiden figure out what “He must win” meant, which has probably been obvious all along. “He” in this case is Shao Kahn. Liu Kang constantly defeated Shao Kahn in the original timeline but was never able to kill him, which allowed Shao Kahn to keep hanging around until he finally brought about armageddon. If Earthrealm lost and Outworld merged with it, the Elder Gods would be forced to step in.
And step in they did. Shao Kahn won his invasion but broke the rules of Mortal Kombat. The Elder Gods powered up Raiden and he fought Shao Kahn, defeating him and blowing him apart once and for all. Everyone was saved, except Liu Kang–Raiden accidentally killed him when he disagreed with the plan to let Shao Kahn win.
As it turned out, though, this was all part of Quan Chi and Shinnok’s plan, somehow. That might not, uh, make sense, but this was all about bringing Shinnok back to take over. Thanks to Raiden being terrible at time travel, most of the best fighters on the good side were now dead, and Shinnok would be able to take over a whole lot easier.
Shinnok Comes Back
Finally, we’re coming to Mortal Kombat X. Shinnok and Quan Chi made their play, backed by undead versions of the warriors that had died in Mortal Kombat 9. It turned out, though, that Johnny Cage, who replaced Liu Kang as Earth’s best fighter, was a member of a long line of warriors created by the gods. His special powers kicked in to allow him to defeat Shinnok and imprison him in his amulet. Quan Chi tried to kill Johnny and resurrect him as a member of his undead forces, but Raiden used all his godly powers to fight the move–and the interaction of their powers not only saved Johnny, it restored the other undead folks in the room to their human forms.
Quan Chi got away, but Shinnok was defeated and everybody got to chill out. Sub-Zero and Scorpion remade their clans and finally buried their hatchet, while Johnny Cage and Sonya Blade had a daughter together, and Jax had a daughter of his own. Twenty-five years later, Kano managed to get hold of Shinnok’s amulet and sell it to Mileena, causing the next generation of fighters to go hunting for it.
The Earthrealm fighters had an uneasy alliance with Kotal Kahn, the new leader of Outworld, who sent is lieutenant D’Vorah to help them find Mileena. When they did, Kotal Kahn kept the amulet–but didn’t know that D’Vorah was actually working with Quan Chi to get it. The Earthrealmers worked together to find and capture Quan Chi, but Scorpion and his clan showed up to get his vengeance on the man who caused the deaths of his family. Scorpion killed Quan Chi, but not before D’Vorah delivered the amulet and he used it to release Shinnok.
Back once more, Shinnok was able to corrupt the Jinsei, the Earthrealm’s mystical life force, with his evil magic, just like he planned the first time. That gave him intense powers and turned him into a demon–but Johnny and Sonya’s daughter Cassie Cage fought Shinnok and defeated him, thanks to Johnny’s special warrior bloodline. Raiden sacrificed himself to purify the Jinsei and save the world. Unfortunately, Raiden came out corrupted again. Now he’s back to being sort of evil Raiden, with Shinnok’s amulet and Shinnok’s severed head–still living, thanks to him being a god.
More Time Travel In Mortal Kombat 11
We don’t know too much about the story of Mortal Kombat 11, but comments from Ed Boon suggest that time travel is coming back in a big way. It seems we’ll be seeing another time rewind at the hands of Kronika, the Keeper of Time. The new villain was apparently pretty happy with the way history had turned out, and didn’t appreciate Raiden’s meddling with the plan and rewriting history, as is apparent from the game’s story trailer.
This won’t just be another return to the beginning of the story, though. Apparently, Kronika is causing the various timelines are going to “fold” together, with past events merging with present ones, and characters will run into themselves from the past and future. Perhaps most notably, that means Shao Kahn is back, and various forces of Earthrealm and Outworld are going to need to band together to defeat him and stop Kronika and her time-bending plans.
So far, 2019 has been an especially good year for Capcom. Just in the first quarter, the publisher has released new Devil May Cry and Resident Evil games, and both titles have gone on to find tremendous commercial and critical success. These recent entries represent a fundamental return to the roots for their respective series, and in the broader sense, they also show a clear shift in the company’s vision.
With over four decades in the business, Capcom has produced some of the most influential games, and each of those games feels like a decidedly Capcom-made experience that’s difficult to replicate. However, as many fans are aware, Capcom’s track record isn’t flawless. But if anything, its recent successes help alleviate the notable missteps that have left long-time fans frustrated and disappointed–myself included. With this in mind, I felt it was worth talking about why it’s been especially great to see Capcom coming back into its own as a creative force in the industry.
Over the years, the company has evolved and reinvented itself in a number of interesting ways. And in most cases, technology and external pressure were the driving factors for strong innovation and change. With the launch of hardware like the PlayStation 2 and GameCube during the early 2000s, Capcom pushed for a number of new entries in its most popular franchises like Resident Evil 4, along with the creation of new IPs such as the original Devil May Cry. This period was a particularly exciting time for fans, as it pushed Capcom to create new experiences that made the most of the new hardware at the time. Several of these titles would go on to become best-sellers and fan-favorites, placing Capcom in a position as one of the industry’s premier developers.
When looking at where they’re at now, it shows a clear pivot from the troubled period the company was in during the late 2000s and early 2010s–a time where a sudden shift in the gaming market in the wake of the PS3 and Xbox 360 put Capcom in a bind. Though there were standout hits like Street Fighter IV–which revitalized the fighting game scene and propelled it to esports stardom that carried over to Street Fighter V–this period in its history proved to be challenging after the departure of several key creatives, including Shinji Mikami and Hideki Kamiya, and the closure of internal developer Clover Studio.
Around the early period of the 2010s, there was pressure to follow the evolving gaming market, and all signs seemed to be pointing towards the West. This shift was spearheaded by former Capcom designer and head of global development Keiji Inafune–one of the key creatives behind Mega Man–who lamented the state of the Japanese game development scene in a September 2010 article in the New York Times.
“I look around Tokyo Games Show  and everyone’s making awful games; Japan is at least five years behind,” said the former head of global research and development. “Capcom is barely keeping up. I want to study how Westerners live and make games that appeal to them.”
This belief motivated the push for more western-style entries in key franchises, with the aim of attracting a broader audience. With Capcom investing time and resources into western developers, acquiring Blue Castle Games and forming Capcom Vancouver, it sought to refocus some of its key brands like Bionic Commando, Devil May Cry, and Dead Rising to create more global appeal. This also had an influence on internal developers at Capcom, emphasizing more of a western-style for their own games, which was especially noticeable in the Resident Evil series. The 6th main entry reached a crescendo of over-the-top action and kitchen-sink style game-design, along with the underwhelming Umbrella Corps, an esports-driven shooter that was poorly received by fans.
Capcom hitting such highs as of late by basically being Capcom has been a welcome sight to see.
Though some of these games saw critical and commercial success, including Ninja Theory’s 2013 stylish-action reboot DmC: Devil May Cry, it also led to other games that missed the mark–such as Bionic Commando and Resident Evil: Operation Raccoon City, the latter of which turned the familiar survival-horror experience into a squad-based shooter. What made some of these western-centric games a tough sell was that they often didn’t exhibit the same level of craft and style as Capcom’s internal titles. In essence, the push for westernization by Capcom coincided with a drop in quality and effectively diluted the franchises that brought the company success in the first place.
Following Inafune’s departure, and after lack of successes for many of its key titles, Capcom refocused efforts in-house in recent years and produced a number of games that reaffirmed its standing as one of the industry’s top developers. There have been four games in particular that have helped Capcom re-establish itself as a premier publisher, and in turn, rejuvenate their aging franchises for the modern era. One of the biggest assets that Capcom has employed for this current resurgence is a focus on prioritizing its own internal talent and technology, prompting the creation of the RE Engine–the successor to their proprietary in-house engine MT Framework.
In 2017, Resident Evil 7 was released, returning the series’ focus to classic survival-horror gameplay, which it had gradually phased out in the sequels following the series’ reinvention with Resident Evil 4. As an incredibly macabre, and atmospheric horror title, greatly emphasizing player disempowerment in comparison to its direct predecessors, this return to the series’ roots was the first game to use the RE Engine. It was also the first game in the survival horror series to feature VR functionality, allowing for a greater sense of immersion during the near relentless experience.
However, as Capcom realigned focus, it continued to show some signs of growing pains in the face of the shifting gaming landscape. 2017’s Marvel Vs Capcom: Infinite, the latest game in the popular crossover fighting game series, was a misfire due to its scaled-back approach and other stylistic changes that rubbed fans the wrong way. The company also closed its sole western development studio, Capcom Vancouver. Though it became the core Dead Rising studio following the success of the sequel, the following games, unfortunately, didn’t leave much of an impact.
In 2018, Capcom released Monster Hunter World, the latest entry in the co-op focused monster-slaying series. It would eventually go on to become the company’s biggest hit in years, surpassing 11 million units as of March 2019. What makes this a particularly surprising turn of events is the fact that Monster Hunter games can often feel unapproachable for newcomers, often chucking players into the deep end fairly early on. With a particularly steep learning curve for its main systems and some long, drawn-out battles against even some of the lower-end beasts, past entries could make for a challenging game to invest yourself in. However, Monster Hunter World offered an exciting and surprisingly accessible point of entry for many players, allowing them to learn the expansive systems to take on the bigger challenges that await.
Most recently, Capcom launched both Resident Evil 2 and Devil May Cry 5, the latest entries in franchises that helped define the developer in the 2000s. Powered by the RE Engine, both games take advantage of modern technology to reintroduce players to the kind of gameplay that made each series stand out during its prime. Both games would go on to become best sellers, with Resident Evil 2 selling over four million copies, and Devil May Cry 5 passing two million sold in just 10 days. In some ways, the consecutive releases of the RE2 remake and DMC5 serve as something of a one-two punch focusing on the type of gameplay experience that made Capcom such a beloved developer for many fans.
Capcom also has become one of the more proactive developers in quality issuing remasters and remakes of older titles. These re-releases often serve as a great opportunity for new players to experience some of Capcom’s finest games for new platforms. Currently, Capcom is still in the business of re-releasing past titles, with 2019 seeing the return of the original Onimusha, Dragon’s Dogma: Dark Arisen for Switch, and the collection for the Phoenix Wright series.
In many ways, the developer’s recent successes match that of its strong and innovative run during the early 2000s, bolstered by the need to make changes that leaned into what it does best. In an interview with USGamer, Devil May Cry 5 director Hideaki Itsuno–who has had a hand in other franchises including Street Fighter, the Capcom VS series, and Dragon’s Dogma–attributed the recent successes with a strategic change the company applied some years back.
“About three or four years ago, there was a shift where it wasn’t so much about focusing on what the market wanted,” said the DMC5 director. “It was more of a shift of, ‘Let’s make what we want to make, and what we consider to be the highest quality and the best game.’ Three or four years later, which is now, is when you’re starting to finally see those games come out. It’s nice to see that success.”
This internal shift focusing on new games within its core franchises have all earned stellar approval. Games like Resident Evil 7, the RE2 remake, Devil May Cry 5, Monster Hunter World, and Mega Man 11–the latter of which is the first installment in more than a decade–have gone to become standout hits, inspiring more confidence for what’s next. Capcom hitting such highs as of late by basically being Capcom has been a welcome sight to see.
Following the launch of Devil May Cry 5, Capcom USA CEO Kiichiro Urata stated on social media that “Capcom is back”, and with how things are going, that’s hard to dispute. In many ways, it appears that Capcom has rediscovered its identity after years o. In addition to the first major expansion for Monster Hunter World, and more re-releases in the wings for 2019, Capcom’s strong year is looking to continue at a steady pace. Here’s hoping we’ll be able to see that growth and momentum carry on for the years to come, and perhaps lead to the revival of other classic Capcom titles.
If you missed your first chance to catch a Shiny Meltan in Pokemon Go this past February, you’re in luck. Niantic is bringing the Meltan event back for a limited time beginning April 24, giving players around the world another opportunity to capture the Shiny form of the new Mythical Pokemon.
Unlike other Pokemon, Meltan will only appear in Pokemon Go if you’ve opened the Mystery Box, an item you get in the mobile game after you’ve transferred a Gen 1 Pokemon to Let’s Go Pikachu or Eevee on Nintendo Switch. Typically, the Mystery Box will close after 30 minutes, and you’ll need to wait seven days before opening it again; during the Meltan event, however, you’ll be able to re-open it after three days, allowing you to find Meltan much quicker than usual.
You’ll also have a chance of encountering a Shiny Meltan each time you open the Mystery Box. You can tell the Shiny variant apart by its darker head and blue tail. If you manage to catch a Shiny Meltan and evolve it into Melmetal, it’ll retain its Shiny coloration. However, you’ll only be able to find Shiny Meltan until May 5, so you’ll want to act fast if you’re hoping to get one. You can read more on how to catch the Mythical Pokemon in our Meltan and Melmetal guide.
Meltan isn’t the only Shiny Pokemon appearing in Pokemon Go soon. To celebrate the inaugural Safari Zone event in Singapore, the rare Gen 2 Pokemon Shuckle will be appearing around the world from April 20-21. During that time, players will also have their first chance to find Shiny Shuckle. Shiny Latios is also available as part of a special Raid event, which is set to end on April 22.
Not long after the Meltan event ends, Niantic will be holding Pokemon Go’s next Community Day. That event is scheduled to take place on Sunday, May 19, and this time around the featured Pokemon will be Torchic, one of the three starters from Pokemon Ruby and Sapphire. You’ll also be able to earn triple the usual amount of Stardust for every Pokemon you catch during May’s Community Day.
There was a lot of uncertainty surrounding the fate of the Trine series after 2015’s divisive Trine 3: The Artifacts of Power. That game marked a bold step for the burgeoning franchise, eschewing the 2.5D gameplay that defined its predecessors for full 3D environments. But developer Frozenbyte’s ambitions came at a steep cost; the game’s budget exceeded $5 million, nearly triple the amount it took to develop Trine 2, and the studio consequently had to pare the scope of the adventure back, leading to criticism that it felt unfinished.
Since then the series has largely lain dormant, but it is set to reemerge later this fall with the release of Trine 4: The Nightmare Prince, the first new installment in four years. Frozenbyte has evidently taken the criticisms leveled at Trine 3 to heart, as The Nightmare Prince brings the series back to its 2.5D roots. As the studio explained during a recent hands-off demo session, the impetus behind this decision was twofold: the developers found that the 2.5D gameplay was a better fit for the game’s puzzles, and fans had wanted to see the series return to the style of earlier titles.
Just as in the previous games, The Nightmare Prince follows the adventures of three heroes: Pontius the knight, Zoya the thief, and Amadeus the wizard. This time around, the trio have been dispatched by the Astral Academy to retrieve a missing prince who’s suffering from a curious affliction: his dark dreams are able to manifest in the real world and terrorize the people of the kingdom. As before, each of the three protagonists has their own unique abilities, which you’ll need to utilize fully on your quest to rescue the prince: Amadeus is able to conjure up large boxes that can be used to press down on switches or reach inaccessible areas; Zoya can fire arrows and tie objects together; and Pontius is capable of deflecting projectiles and rays of light with his shield.
You’re able to freely swap between all three characters on the fly as you play–and in fact you’ll need to do just that in order to progress through the adventure, as you’ll often come across bosses and environmental obstacles that can only be overcome by using the heroes’ abilities in tandem; a chasm, for instance, can be crossed by first conjuring a block with Amadeus, then using Zoya’s arrows to tie it to another object, creating a makeshift tightrope that you can walk across. Boss battles will likewise have puzzle elements to them; in the demo we witnessed, the rotund Pontius came face to face with a hulking undead knight. The creature was impervious to standard attacks, so Pontius had to first clear the vines choking the room’s windows to allow light to filter in, then reflect the beams at the foe.
While the entire adventure is playable solo, the series is best as a cooperative experience, and just as previous installments, Trine 4 allows other players to jump in and join the journey at any time locally or online. According to Frozenbyte, some of the game’s puzzles will even differ depending on if you’re playing alone or with friends, and you’ll be prompted whether you’d like to encounter the solo or co-op versions of the puzzles when in a multiplayer session. The developer also confirmed that the robust skill trees from the first two installments are returning in Trine 4, adding another layer of depth to the adventure.
After the ambitious missteps of Trine 3, Trine 4 is a clear reset for the beloved puzzle-platforming series. Frozenbyte is drawing heavily from the formula established by the first two Trine games for its latest installment. For fans of those titles, however, that is likely assurance enough that the series is returning to form. Trine 4: The Nightmare Prince launches for PS4, Xbox One, Nintendo Switch, and PC via Steam this fall.