Nothing gets the blood flowing to the sword arm better than barbaric beats, and that’s exactly the sort of foundation upon which celldweller and Atlas Plug built Tusk’s theme in Killer Instinct. But that’s only one of the pieces that were combined to bring the thousand-year-old brute’s anthem to life. The other two–Viking influences and, well, rock–assemble atop this foundation to bring about yet another killer track for the title’s upcoming third season.
As with a similar video dedicated to the Arbiter, the behind-the-scenes look below treats viewers to the process of creating this track, including a large portion of the recording session for the vocal segments.
Killer Instinct Season 3 is scheduled to launch for Xbox One and PC on March 29.
Super Smash Bros. for Wii U initially drew criticism from would-be players due to its purported low execution ceiling, and, when compared to a game like Melee, that seemed a fair call to make. However, as the game has grown, new, more demanding technology has continued to surface. Granted, not every bit of tech is useful, but a lot of it, like perfect pivoting, is. Naturally, these higher execution techniques have made their way into competitive play, but even so long after the game’s release, they can still prove quite difficult to perform.
A while back, a player by the name of Bidou figured out a way to alleviate some of this high-level execution, discovering that the use of a (semi-)specific button layout allows players to hold down the special button (in a shoulder position) and tap their right stick (also mapped to special) in order to perform micro movements thanks to the way this layered special input is read by the game. With this in place, all of the nuanced movement options available become drastically simpler to perform, while also opening up entirely new options not available without such a control scheme.
Sadly, the implementation of these tactics benefits from four shoulder buttons, so those using a GameCube controller will find themselves at a disadvantage. There’s also a chance Nintendo could quell this type of input layering in a future patch, since they still have their eyes on tuning the game.
For a full breakdown of what’s possible using Bidou’s layout, as well as tips on how to perform each action, check out the video below.
ArenaNet’s Mike O’Brien has taken to the Guild Wars 2 forums to let players know that further development of new legendary weapons will be put on hold indefinitely after the Spring 2016 update. According to O’Brien, the trade is to continue to ‘create a living, dynamic world’ and that this piece of the 2010 vision for the game is what will take precedence over the creation of new legendaries.
The Revival team has posted notification on its forums that many hoped they would never see. The game’s development has come to an indefinite hold, though unpaid work will continue for a time. Homes will no longer be for sale and any future patches to the current client are ‘highly unlikely’.