TIME Video Games

This Is How Much It Costs to Be the World’s Biggest Nerd

Michael Thommason is certified as having the world’s largest collection of video games. Guinness confirmed that Thommason had 10,607 games last year, but he’s since acquired a few hundred more, bringing his collection to some 11,000 games. Now, Thommason is putting his collection—and his title—up for auction. Current bid: $50,250.

Thommason built his collection up over the last 25 years and says 2600 of the titles are “factory shrink-wrapped” and “over 8,300″ are complete with box and manual. WHy is he selling now? “I simply have an immediate family and extended family that have needs that need to be addressed,” he said. “While I do not wish to part with these games, I have responsibilities that I have made to others and this action is how I will help meet them.”

[GamePolitics]

TIME Video Games

Tetris Still Taunts: The Game’s Legacy 30 Years Later

While the iconic game has reached recognition worldwide, the man behind Tetris remained relatively unknown for decades

On the 30th anniversary of Tetris’ creation, here’s a look at the Russian mastermind who made the world care about falling blocks.

TIME’s Editor Dan Stewart talks about Tetris’ inventor, Alexey Pajitnov, a Russian computer engineer who created the game in 1984 but struggled for decades to earn royalties from its ubiquitous success.

Pajitnov came up with a game so addictive that he once said he couldn’t stop playing long enough to finish programming it. “The program wasn’t complicated,” he said. “There was no scoring, no levels. But I started playing and I couldn’t stop.”

While Pajitnov is still programming games, Tetris remains his magnum opus.

 

TIME Video Games

You Can Finally Plug Your Xbox One Controller Into Your PC

Microsoft

Xbox One gamepad drivers for Windows PCs are available today, with Windows Update integration to follow.

Rejoice, Xbox One owners: You can finally use your controller to play games on your PC.

Why it’s taken a company as vast and PC-centered as Microsoft nearly seven months since the Xbox One debuted last November to make this possible I couldn’t tell you, but the day has finally come.

Starting Thursday, says Microsoft, you can download PC drivers for the Xbox One controller from Microsoft spokesperson Larry (“Major Nelson”) Hryb’s website. The company says it plans to slip the drivers into the Windows Update process down the road, but in the meantime, Major Nelson’s website is your go-to for x86 or x64 driver access.

According to Microsoft, the PC drivers will let you use the Xbox One controller “with any game that featured gamepad support for the Xbox 360 controller.” You need only download and install the drivers, then plug your Xbox One controller into the computer using its micro-USB cable.

TIME Video Games

Temple Run Scampers Past One Billion Downloads

Imangi Studios co-founders Keith Shepherd and Natalia Luckyanova pose in a company photo. David Williams / DWPPC.com

The popular "endless runner" series for smartphones and tablets is now in the same exalted one-billion-downloads club as games like Angry Birds.

Think about the number one billion for a moment: one billion fingers tapping on smartphone and tablet screens, one billion icons indicating data being streamed over radio wave-filled airspace, and one billion instances of an unusually popular game nestling on mobile devices. That’s how many times Imangi Studios’ Temple Run games — both Temple Run and Temple Run 2 — have been downloaded to date, says the company.

Not one billion unique downloads, mind you (I’ve downloaded it at least a dozen times myself, some of those for friends and family) but one billion instances nonetheless. That’s a lot of endless running.

In Temple Run, players swipe their screens in various directions to make a character jump or duck and turn left or right. The character is always running, and stopping indicates defeat. The game generates random twists and turns, head-smacking overhangs and leg-banging impediments, pulling you through a kind of Allan Quartermain (or Indiana Jones) jungle-scape fantasy. Stumble once and you’ll find a gorilla-thing swiping at your heels. You don’t want to stumble twice.

And on it goes, endlessly, with players unlocking points for meeting certain thresholds that they can spend like money (or, of course, spend real money if they’re impatient — and it’s easy to get impatient), racking up high scores shared on worldwide leaderboards. The goal is in essence to get the highest score possible, and plenty of players have maxed the game out. I don’t know what happens when you get to 150 million points in Temple Run 2 — my high score is in the lowly tens of millions — but according to my iPhone’s leaderboard readout, hundreds have hit the 150 million mark so far.

Among other Imangi factoids (trotted out to promote the game, per the milestone), Imangi said players had altogether spent 216,018 years playing the series, that over 32 billion games have been played collectively and that players have run a total of 50 trillion meters in the games to date. Sixty percent of players are female (and 40% male), the top three ways to die are “falling,” “collision” and “monkey,” and players have used the “save me” feature — spend points to continue from your death point — 140 billion times.

The original Temple Run launched in 2011, a few years after Angry Birds (one of the most popular mobile series of all time), so this is Imangi joining Rovio in the billion-downloads club, though Angry Birds, which hit a billion downloads two years ago, is now in the two billion downloads club, a point Rovio said it reached last January.

TIME Video Games

DirectX Creator Says Apple’s Metal Heralds the End of OpenGL

One of DirectX's three co-creators, Alex St. John, explains why Apple's Metal is such a blow to OpenGL, and what it means in the long run.

Back in the 1990s, I remember enjoying then-Microsoft-bigwig Alex St. John’s intelligent screeds (and occasional rants) back when DirectX was still this wild, unruly, nascent thing and assistive 3D cards in PCs from 3dfx and PowerVR and Rendition were wafting through the industry like ozone after a thunderstorm. He was bold and colorful and controversial and willing to get into public spats with rivals — perhaps most visibly Doom creator John Carmack, a longtime OpenGL evangelist — without apologies. Those were 3D’s halcyon days for early adopters like me.

I haven’t kept up with the guy in years, but he apparently maintains a blog, named after his old handle (“The Saint”), where he’s still doing his thing. Yesterday, he wrote a fascinating reaction piece to Apple’s surprise Metal reveal on Monday. Metal is to iOS as DirectX is to Windows, a way for Apple to get developers closer to the iPhone and iPad’s A7 processor, resulting (claims Apple) in dramatic performance increases. The tradeoff, of course, is that it’s proprietary.

Enter St. John, who delves into the political side of Metal’s raison d’être and what it says about the industry’s trajectory. I’ve tried to sum up his key points:

  • OpenGL drivers are just “a grab bag of broken inconsistent functionality” without standard hardware definitions.
  • Apple’s pretty much responsible for defining OpenGL as it exists in the mobile space today, thanks to the iPhone (and in part because Apple never developed its own DirectX-like API).
  • But by supporting OpenGL, Apple’s made it easier for game developers to switch between iOS and Android, thus a proprietary API like Metal is as much about insulating Apple as it is getting developers closer to the hardware.
  • Today’s GPUs are so fast they’re held back by lagging CPU technology, and “bloated” legacy 3D APIs aren’t helping matters.
  • Most of what we’ve seen to date in the history of 3D gaming involves abstraction, not real-world physics modeling. That abstraction is hurting 3D development, where you have to decouple, then knit back together your trick-physics and “real” physics aspects. Here’s St. John: “The intimate link between light physics and other physics is largely broken in modern games because the graphics pipeline largely abstracts the visual elements of physics simulation from other aspects of physics forcing developers to awkwardly attempt to recouple them in the game by manually stitching them together.”
  • Cloud-based parallelism employed to render virtual worlds may be the future, allowing processing leaps and bounds that won’t occur as rapidly on the client side (indeed, we’ve already seen demonstrations of games in which some of the visual assets are rendered on distant servers, then laid into the client application in real time).
  • The future looks increasingly CUDA-like (giving developers direct access to a GPU’s parallelism). Here’s St. John again: “While the rest of the game community is trying to adopt Mantle, DirectX 12 or Metal, I’ll be re-learning my ray-tracing and quantum physics because I believe those roads all ultimately lead to a more CUDA like API for cloud based game design. It will just take the market a while to realize that.”

So is OpenGL really doomed? Even St. John backpedals on that one halfway in, admitting that DirectX and OpenGL could be “overhauled with time to look much more like Nvidia’s CUDA.” We’ll see.

(If you want a deeper primer on what Metal is and how low-level APIs work, Anandtech’s explainer is the best and most accessible I’ve seen.)

TIME Video Games

11 Things I’m Hoping to See at E3 2014 (and 6 Things We Probably Won’t)

Alex Beckers
FILE - In this June 13, 2013 file photo, Alex Beckers watches a presentation on the video game "Destiny" at the Activision Blizzard Booth during the Electronic Entertainment Expo in Los Angeles, June 13, 2013. Jae C. Hong—AP

E3's really more a present-moment state of the union than "the future revealed," but this one promises a bunch of software-focused surprises. We walk through some of the most -- and least -- likely.

If E3 2013 was about touting new platforms and software promises, E3 2014 is about putting paid to some of those vows. This is the point companies like Sony and Microsoft start to show their 2015 hands — and in Nintendo’s case, its holiday 2014 one — hoping to convince us that they have the coolest-sounding exclusives, or the most compelling upcoming platform features, or insert your buzz-phrase-of-choice here.

The following isn’t a comprehensive E3 rumor list, it’s just a collection of what we’re most likely to bump into (as well as not encounter), with a bit of context seasoned by my own biases.

11 things I’m hoping/expecting we’ll see:

Halos 1 through 4 in a single high-definition collection…

Engadget started this rumor last month, citing “sources” that claim Microsoft is planning a Halo 1-4 roundup, dubbed “Halo: The Master Chief Collection” and remastered in high definition to carry Xbox One fans through 2014 until Halo 5 arrives next year. I have no idea how reliable Engadget’s sources are, but the idea of replaying those first four installments back to back on Legendary difficulty, if only to reevaluate their craftsmanship, sits fine with me.

…or Halo 2 alone remastered

Halo 2‘s 10-year anniversary is this November, and Microsoft gave the original Halo: Combat Evolved the anniversary-edition treatment back in November 2011.

Halo 5: Guardians

The game was just announced, and even though it’s a 2015 release, it stands to reason we might get our first peek at actual gameplay next week.

Nintendo’s NFC figurines

Nintendo president Satoru Iwata confirmed in May that the company was hopping into the NFC (near field communications) figurine business already staked out by Skylanders and Disney Infinity, adding that the figurines would be “compatible with video games starting from this year-end sales season.” So the chances these won’t show up at E3 in one form or another — hi there Super Smash Bros. for Wii U! — are probably nil.

Star Wars, Star Wars, Star Wars

The next Star Wars: Battlefront game we know about, so expect that. But Star Wars Episode VII (the J.J. Abrams-directed upcoming film) is underway now and due out December 2015. EA has exclusive license to make Star Wars-related games for the next 10 years, but the clock’s ticking, so it’d make sense to at least tease some of the other stuff that’s doubtless in the pipeline for 2015’s bona fide Star Wars-related freakout.

A glimpse of the next Mass Effect

I didn’t care much for any of the first three, and plenty of you cared even less for the trilogy’s finale, but I’m wide open to whatever’s next. BioWare Montreal director Yanick Roy confirmed the next Mass Effect was underway (and still untitled) early last month…

…so it’s not off the wall to hope we’ll get a peek at the game next week, though Roy later tweeted this:

Uncharted 4

Why not? It’s already been announced (not with the “4,” but Sony confirmed Naughty Dog’s working on a PS4 Uncharted game ages ago). And with all the news about Naughty Dog staffers — including creative lead Amy Hennig — leaving the studio, Naughty Dog could use this E3 to mitigate worries that the next game is still a ways off (Uncharted 3 shipped back in 2011), or developmentally impacted by all those high-profile departures.

Resident Evil 7

So sayeth a Japanese business newspaper, anyway. The timing makes sense: Capcom’s Resident Evil 6 was released in 2012, and Bethesda’s going to be showing off Resident Evil creator Shinji Mikami’s new survival horror game, The Evil Within, so there’s arguably incentive for Capcom to ante up with its next-in-series zombie-masher.

Our first look at a proper Zelda game for the Wii U

Hyrule Warriors, which stars The Legend of Zelda‘s iconic protagonist in a Dynasty Warriors riff, sounds interesting enough, and I’m guessing we’ll have a chance to give it a whirl at this year’s E3. But the game that players who love Nintendo and tune into trade shows like E3 most want to see is a proper new mainline Zelda action/adventure. Say what you will about Nintendo tilling plowed ground, it’s arguably incumbent on the company at this point and in light of Wii U sales to hand fans their first aperitif.

There’s also this cryptic tweet from Robin Williams’ daughter, Zelda Williams — named for the series — wherein she says she’ll be doing “something extra special” at this year’s E3:

Though she then followed that up with this smokescreen-like tease:

Mortal Kombat X

This one’s no longer a rumor, and therefore a shoe-in.

An indie gaming cavalcade

Hotline Miami 2: Wrong Number, Anamnesis, Celestia, Elegy for a Dead World, Paparazzi, StoryPops and tons more (check out 29 showing as part of IndieCade’s E3 showcase here). Microsoft says it’ll show off two indie games each day between Tuesday and Thursday (via the Xbox Twitch channel), and I’m assuming Sony and Nintendo will devote time during their respective media blasts to highlight new and upcoming titles.

And 6 things we won’t see:

A new Nintendo games console

You can argue Nintendo should have made the Wii U GamePad an optional accessory, that the Wii U should have instead been architected to anticipate Sony’s PS4 and Microsoft’s Xbox One (and PCs and Steam Machines and so forth), that Nintendo should have thrown more energy into wooing third-party developers and that its console should have launched with a game like Mario Kart 8 instead of Super Mario Bros. U or Nintendo Land. You can argue all kinds of things, but they won’t change reality.

And that reality won’t include the Wii U’s successor at E3 2014. The Wii U’s in trouble, but even if we assume it’s going to have a shorter lifespan, it’s smack in the middle of its first-party software cycle, a cycle from which we’re still anticipating next-gen riffs on Mario, Zelda and Metroid. Introducing a new Nintendo console this early along would be madness — a Wii U sales-killer. Who’d pay $300 for Nintendo’s beleaguered Wii U today, with its still-smallish library of new games, if Nintendo publicly formalized plans to surpass it in a year or two? This one’s just common sense. That, and the Wii U’s story isn’t over: Nintendo’s brand power is undiminished, and finishing third doesn’t mean you’ve failed if you finish profitably.

Half-Life 3

Bear in mind that the Steam (and soon, mayhap, Steam Machines) magnate has never formally (or informally) announced, talked about or even much alluded to a third Half-Life. It’s taken for granted that the series doesn’t end with Half-Life 2: Episode Two, and an “Episode Three” was at one point on the books to be the final part of a once-confirmed trilogy (to conclude by Christmas 2007). But when the latter didn’t happen, and in view of Valve’s reticence about further sequels, wishful thinking’s led to a lot of speculative nonsense.

The latest involves a former Valve employee who, in an otherwise unrelated recent Twitch interview, said something that if you’re not paying close attention might be misconstrued as confirmation that work on a new Half-Life game is underway. But if you parse what the ex-employee actually said, you realize nothing was really said at all, and thus there’s no reason to think any more about the series’ existentially indeterminate status than before those words were uttered.

As for what might occur at E3, anything’s possible, but Valve’s not on lists of confirmed show vendors, and since they tend to do whatever they want, whenever they want, independent of conferences and trade shows, it’s more likely that we’d see a new Half-Life unveiled (if those stars and planets ever align) at a Valve-led media event.

Rockstar announcing Red Dead Redemption 2, or Grand Theft Auto V for PC, PS4 and Xbox One

Rockstar doesn’t generally do E3, so like Valve, any new game announcements — say a sequel to Red Dead Redemption, or souped-up versions of Grand Theft Auto V — are almost certain to happen outside the show (if those two in particular happen at all).

Parent Take-Two said in a mid-May earnings call that Rockstar would debut a new game in its current fiscal year (which ends March 2015), but that’s all anyone knows.

Fallout 4

Bethesda PR poobah Pete Hines said no (in so many words), so that’s that:

Virtual reality product-makers proving VR’s more than an enthusiast toy at this stage

Oculus VR’s Rift, Sony’s Project Morpheus and others are sure to try their level best to prove that VR’s more than hype, or for more than enthusiasts willing to cavort with bulky hardware on their heads, or not just a time-stream-hopping novelty echoing a fad that wasn’t ready for mass consumption in the 1980s and may still fall short of that hope — multibillions backers or no — today.

A slimmer PlayStation 4

Come on, Reddit, you want something smaller than the current model? What for? The PS4’s already a PS4 slim. But if we’re shooting the moon, I’d be a trifle happier with a version that didn’t have those two inscrutable pieces of plastic on the underside, the ones that make the system sit unevenly on a flat surface if you position it horizontally in lieu of using the vertical stand. (That, or give me the same case with cooler internal processors and/or a quieter cooling fan.)

TIME Video Games

Nintendo Deal Lets Gamers Upload Directly to YouTube

General Nintendo Imagery As The Company Reports Earnings
A pedestrian walks past an advertisement for Wii U, Nintendo's gaming console, outside a store in the Japanese city of Osaka on May 2, 2014 Tomohiro Ohsumi—Bloomberg/Getty Images

In its latest attempt to resuscitate revenue, Nintendo hopes to cash in on content creators’ ad payments

A new initiative by Nintendo allows players on Wii U, the company’s latest gaming console, to upload their game-play footage directly to YouTube.

The deal comes after Nintendo controversially flagged thousands of game-play clips uploaded to YouTube and blocked content creators from collecting ad revenues. Under the planned affiliate program, earnings will be split among Nintendo, Google (which owns YouTube) and the content creator. Exactly how the cash will be divided has yet to be disclosed.

Nintendo posted its third consecutive annual loss last month following disappointing holiday sales.

[Mashable]

TIME Video Games

Apple’s ‘Metal’ Could Transform iOS Gaming If It Works as Promised

Apple's Metal could transform the complexity limits of games in iOS 8, but if it wants to eventually compete with game consoles -- and the company referred to "console-level" graphics during its WWDC presentation repeatedly -- it still has an interface problem to solve.

Apple’s gaming strategy — anemic enough in the past that some might view those three words used in the same sentence as oxymoronic — took an interesting turn at the company’s annual WWDC 2014 conference on Monday. Apple software engineer VP Craig Federighi surprised onlookers after steering lengthy presentations on OS X Yosemite (Apple’s latest version of OS X) and iOS 8 by revealing something the company calls “Metal,” which Federighi prefaced as “huge in the area of 3D graphics.”

Metal, says Apple, is designed to supplant OpenGL, or the Open Graphics Library, as the mechanism in iOS whereby developers get their hooks into the hardware — in this case, Apple’s powerful A7 system-on-a-chip processor. Calling OpenGL “increasingly…a thick layer of overhead between the game and the hardware,” Federighi claimed Metal would dissolve most of that layer and replace it with one that offers “near bare-to-the-metal access to the power of A7.” According to Federighi, the difference is “stunning,” with draw call rates clocking up to 10 times faster (“draw call rate” refers to the process whereby an application renders different types of visual data to the screen, though there’s some debate over its importance as a performance bottleneck).

That, in theory, would reduce processing overhead, allow developers room to access the “compute” aspect of the GPU portion of A7 (in addition to graphics), and Metal supports both precompiled shaders and “efficient” multithreading. (Shaders are employed to “color” aspects of an image or create other visual effects, and precompiling them can reduce load times.)

Technical claims of API prowess aside, it seems Apple’s been working with Crytek, Epic, EA and Unity to come up with Metal-based demos. The first three of those companies are long-reputed for pushing graphical boundaries in games: Crytek with Crysis and Ryse, Epic with its proliferative Unreal Engine and EA with subsidiary DICE’s Frostbite technology.

Federighi said these companies had only been fiddling with Metal for a few weeks, but managed to achieve “stunning” results, then he brought up a clip of EA’s Plants vs. Zombies — a “console-level title” — running in iOS 8 with over “1.3 million triangles on the screen at a time.”

How does that compare to a pre-Metal 3D game? I have no idea, but I’m guessing Apple wouldn’t risk boasting about the metric in specific terms before an audience largely composed of developers if it wasn’t a meaningful leap.

(Federighi added that EA was using its Frostbite engine here, though when he said EA “thought [it] could never come to mobile,” it’s not clear if he meant the console-native version of Frostbite, or he meant EA’s Frostbite Go, a version of Frostbite designed specifically for iOS and unveiled over a year ago.)

Federighi went on to highlight footage of a game by Crytek (from The Collectables, a squad-based tactics game for iOS announced last year — the big deal with Metal, apparently, is that they can do up to 4,000 draw calls per frame, says Federighi), before turning the stage over to Epic founder and Unreal Engine co-creator Tim Sweeney.

Sweeney, sounding a bit stilted, as if reading from a script (which he doubtless was) demonstrated a tech demo alongside one of his colleagues that he called “Zen Garden.” Zen Garden was built using Unreal Engine 4 (the latest UE version, released in early April this year) and designed to highlight detailed special effects, like drawing thousands of leaves on a tree in realtime and watching them flutter to the ground, or poking around in a fish pool filled with hundreds of fish (each able to have CPU time dedicated toward making them individually intelligent), or animating thousands of butterflies as the screen panned and shifted around a complex-looking 3D backdrop in realtime.

Again, it’s impossible to tell how any of that compares in specific terms to some of the highest-end console games today, like Ryse or Killzone: Shadow Fall or Battlefield 4, so we’re left to with generalizations and pretty — if not mind-blowingly so — imagery. Sweeney noted Zen Garden would be available on the App Store for free when iOS 8 ships later this year, so maybe a gaming performance analysis outfit like Digital Foundry can make something of its meaningfulness at that point. Federighi said no more about Metal after Sweeney left the stage — no tout list of third-party developers, or of games in development, or timeframe estimates on when we’ll see iOS 8 Metal-enhanced games.

What this wasn’t, then: Apple throwing down the gauntlet and squaring off with Microsoft’s Xbox One or Sony’s PlayStation 4. Not yet, anyway. The company seems to be stepping, component by component, toward an inexorable confrontation rather than throwing all its weight behind a fully articulated console-competitive games platform — built on iOS — today. Call it an overabundance of caution, call it oblivious nonchalance toward the highest grossing entertainment medium by revenue on the planet, I suspect it’s probably just a company taking its time, fully cognizant of the fact that multitouch devices have serious limitations — interface hurdles that have to be overcome, if indeed they’re worth overcoming — if Apple wants to eventually present tablets (or post-tablets) as console-alternative gaming devices. And that’s still a big if.

TIME Video Games

Mario Kart 8 Clocked 1.2 Million Copies Sold in First Weekend, Says Nintendo

Nintendo

Nintendo says its popular kart-based racer is off to a strong start, but doesn't indicate how the game's impacting Wii U sales.

Our Mario Kart 8 review appeared half a month ago, but the game didn’t go on sale until May 30 — last Friday. Over the weekend, Nintendo’s debut Mario Kart for the Wii U managed to sell more than 1.2 million units worldwide, says Nintendo, “worldwide” in this case comprising Japan, Europe and the Americas.

The news comes a week out from E3 2014, where Nintendo is expected to focus on new software for both its Wii U console and 3DS handheld game system. The Wii U’s been struggling since its launch in November 2012 to strike a chord with both potential buyers and third-party game developers. To date, Nintendo’s only sold in the vicinity of 6 million units, whereas Sony’s PlayStation 4 — launched a year later than the Wii U — is already well ahead of Nintendo’s system, surpassing 7 million units sold worldwide in mid-April.

The 3DS, by contrast, has sold quite well for Nintendo since it dropped the handheld’s price in August 2011 (just six months after its February stateside debut), selling over 42 million units to date. But sales have tapered off recently, posting a year-on-year sales deficit in Nintendo’s most recent fiscal report.

Mario Kart 8 was expected to be a major sales booster for the company. After all, Mario Kart Wii, the sixth in series, sold an unprecedented 33.5 million copies, and Mario Kart 7 for the 3DS has sold over 9.5 million copies to date.

Whether it’s been a major Wii U booster remains to be seen. Nintendo’s only talking unit sales of the game at this point, many of which presumably went to existing system owners.

Life to date (and before Mario Kart 8 sales), Nintendo says the Mario Kart franchise has sold over 100 million units.

TIME Video Games

Mortal Combat X Unveiled with Jiggling Viscera

Remember when you wanted to play Mortal Kombat because it felt subversive? Like sneaking over to your grade school friend’s house whose parents let the both of you watch R-rated movies like Nightmare on Elm Street and The Texas Chain Saw Massacre and Heavy Metal on HBO? Because then-Senator Joe Lieberman wanted to ban the game on the presumption it was going to turn you into a violence-desensitized zombie barbarian?

Those were the days.

Mortal Kombat X, long rumored/expected and just confirmed/unveiled per the trailer above, looks to continue the series’ anatomically surgical traditions, taking the old buzzy notion of musculoskeletal body mapping and drilling down to far more visceral levels (literally).

I can’t tell if that’s in-game video or not, or if those intestines jiggling like jello are being calculated in realtime for concussive-damage-calculative gameplay purposes, but the frame to frame animation looks as fluid as any I’ve seen outside a cutscene. (Again, assuming that’s not a scene and actual gameplay.)

All we know, heading into E3 next week where I’d guess the game might be shown, is that Mortal Kombat (2011) developer NetherRealm is helming Mortal Kombat X, and that it’s due in 2015 .

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