I was at Universal on Monday and the Little Europe backlot sets are The Good Place! Made me smile. You can see the sets (which are like a small town) if you take the Universal Studios studio tram tour.
2020 may be the year the Olympics return to Japan, but it will also be the year a pint-size plumber and his friends finally crawl out of that green pipe and into Universal Studios Japan in Osaka. This insanely-anticipated new area is Super Nintendo Land, Universal Creative’s latest immersive wonder coming to Osaka, Universal Orlando and Universal Studios Hollywood. Few details are publicly known about the project, but this recently-released piece of concept art confirms Mario, Luigi, Yoshi, Toad, Bowser and Princess Peach will certainly be welcoming guests by the time construction wraps in a few years.
Rather than improving stats, gaining a level in Scott Pilgrim Vs. The World: The Game expands a character’s repertoire of moves, providing more intricate and more punishing attacks the farther you go. Stats can be increased by buying certain items in shops, with new stats chosen by the player. This method of gaining moves and stats was included to allow a sense of progression throughout the game, without either A) stopping gameplay to allow the change in stats to be distributed, or B) allowing a player to statistically progress without ever having to actually complete a single level (as money is only kept if a level is completed, unless it is spent in that same level).
The titular character of Steven Universe is portrayed in the show as being largely non-violent. When creating Steven Universe: Attack the Light!, the developers had to keep this in mind, and tailor the game in such a way as to reflect that already established character. By making Steven the party’s all around support member (specializing in items, buffs, etc.), they were able to create their combat-based RPG, without altering the characters involved.
[Golan Levin. Free Art and Technology Lab, R. Shawn Sims, Sy-Lab. Free Universal Construction Kit. 2012. Digital CAD files and 80 3-D-printed nylon units. The Museum of Modern Art, New York. Gift of the Committee on Architecture and Design and Shapeways. Photograph by David Familian]
The Fire and Charge the player makes use of in Spyro the Dragon were intelligently built to create dynamic but simple combat encounters when coupled with the titular character’s ability to glide. This simplification of combat, in addition to the cartoon visuals the game employs, allows even minor variations in enemy encounters to feel interesting and enjoyable, as the player must find new combinations or sequences of Fire, Charge, and Glide to defeat them.