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Quarter Up On Invincible VS' Story Mode: 'It's Absolutely Going To Be Rewarding'

As a fighting game, Invincible VS’ bread and butter is its versus mode, but it will offer several destinations for fans and newcomers to sink their fists into. Players can learn the ropes in a training mode and challenge rivals worldwide in yet-to-be-detailed online play that boasts rollback netcode. However, fans of the source materials will likely be most excited about the game’s cinematic story mode.
This single-player offering lets players experience an original story penned by Mike Rogers, Quarter Up’s narrative director, and Helen Leigh, writer and co-executive producer for the TV series, with Robert Kirkman overseeing the process. Rogers, a lifelong comic book fan, tells us he’s always been drawn to Invincible’s more grounded take on the superhero genre and how it often examines the mental consequences of its world-shattering conflicts. “I always thought it was really interesting that they explored sort of like the psyche elements of things and what it does to someone to have their dad smash you through a bunch of people in a subway,” says Rogers. “You don't come out of that fight, whether you win or lose, being like, 'Yeah!' You come out of it being like, 'Oh no.'"
Atom Eve stands ready in the Invincible VS reveal trailer.
Rogers aims to capture Invincible’s complicated themes in the story mode. Although he was extremely cagey when I asked him to detail the story mode’s premise and whether it’s considered official canon, he does confirm that every playable fighter in Invincible VS will play a role in its events. As for when the story takes place, the best I can glean from Rogers is that it probably occurs during Season 3 of the show (something fans would likely deduce from the roster). However, Rogers tells me that Quarter Up is mindful that this will be some players’ first exposure to the world of Invincible and that the story is written so it does not feel dependent on prior familiarity with the show or comics, while still being additive for fans.
“If you're a fan of Invincible, [it’s] absolutely going to be rewarding,” says Rogers. “It's absolutely going to be something that you feel can slot right into your favorite parts of the show, your favorite timeline of the show, and the comics. And if you're someone new to the property, I also think it's going to be a really good point to jump in on.”
Although Rogers says Quarter Up looked to fighting games like Injustice 2 for inspiration in building the structure of Invincible VS' story mode, the team is aiming to create something uniquely their own. Rogers also states that the story mode is designed to feel like playing an episode of the show and, as such, will take roughly the same amount of time to complete (one hour). He compared the story mode’s scope to the 2021 special Invincible: Atom Eve, which told a complete self-contained narrative in about an hour.
Mark faces his father, Omni-Man, in the Invincible VS reveal trailer.
Quarter Up has not officially confirmed how much of the show’s cast reprises their roles in Invincible VS, but we do know J.K. Simmons stepped back into the booth as Omni-Man. But based on what I heard from the other characters during the versus bouts, I’d be very surprised if any of them were recast, as the performances sound identical to their series counterparts. Although not explicitly designed to serve as a tutorial, Rogers views the story mode as a friendly destination for first-time players to get a handle on the mechanics while soaking in a new Invincible narrative.
Interestingly, the story mode’s cinematics retain the in-game art direction but are rendered in the stop-motion-inspired style popularized by the Spider-Verse films. You can get a taste of this animation style from watching the game's original announcement trailer (posted below), as well as the subsequent roster reveal videos. Like everything else in the game, the cinematics were handled in-house with Skybound Animation, the studio that makes the Invincible show, working with Quarter Up to create the mode’s cutscenes.
Speaking to Skybound Animation head Marge Dean, she shares that while most of the Invincible animation team remained busy developing the TV series, a small group of them split off to assist on Invincible VS. Dean also shares that Skybound Animation enlisted famed South Korean animator/director Seung Eun Kim to direct the story mode's cinematics. Kim is an Emmy award-winner whose directorial credits include popular animated series such as Jackie Chan Adventures, The Batman, and The Boondocks.
For the sake of consistency, Skybound and Quarter Up opted for the story mode cutscenes to sport the in-game art style rather than replicate the show’s aesthetic. This approach also helps maintain visual parity between gameplay and cinematics. “So many games, it's like you see the cinematics and then you cut to the game, and it's so different, and you feel a little ripped off sometimes,” says Dean. “But in ours, we were very intentional and worked very hard to make that as seamless as possible.” Quarter Up art director Dan Eder tells us the animation style was also born out of the cinematics not needing to meet the framerate demands of the gameplay – why not have some fun? “When you get to see our badass high octane action sequences, I think it lends itself to the style beautifully,” says Eder.
As a fan of the NetherRealm story mode template, I’m curious how Invincible VS’ story mode stacks up and look forward to experiencing some new storytelling from what’s become one of my favorite superhero universes.
Game Informer subscribers can read our full Invincible VS cover story here, and you can subscribe today to read the full issue and receive the print edition in the mail later this month as your first issue. Be sure to also read our exclusive feature detailing the gameplay for Dupli-Kate, and watch this video feature about how and why Invincible was turned into a fighting game.
Yoshi And The Mysterious Book Gets May Release Date And New Trailer

Today may be Mario Day, but the plumber’s faithful dinosaur steed, Yoshi, is also getting some spotlight thanks to a new trailer for his next game. Yoshi and the Mysterious Book’s new gameplay video shows off a new ability players will use, as well as revealing its May release date.
Yoshi and the Mysterious Book sees Yoshi explore the whimsical pages of a talking storybook named Mr. E. Today’s video shows off the game’s creature cataloging mechanic and how interacting with these critters can unlock new abilities. For example, allowing a ring-shaped frog to hitch a ride to Yoshi causes it to spew bubbles that he uses for platforming. Feeding the frog certain foods, like fruits, causes the bubbles to change color and size. Once discovered, creatures can be given custom names as Mr. E creates records of them and their abilities.
Yoshi and the Mysterious Book is launching on May 21 as a Switch 2 exclusive. For more on the game, check out our recent magazine preview. You can also read Nintendo's announcement that Donald Glover will play Yoshi in The Super Mario Galaxy Movie.
Resident Evil Requiem Story DLC Is In Development

Resident Evil Requiem has been a massive critical success, and now it seems it’s doing well sales-wise too. Not only that, but fans of Grace and Leon’s terrifying adventure can look forward to new content thanks to newly announced story DLC.
Requiem director Koshi Nakanishi appeared in a short video posted to social media, thanking fans for supporting the game and announcing that it has already sold over five million copies since launching less than two weeks ago on February 27. He then shares that additional performance patches and updates are on the way, including a photo mode and some unspecified mini-game sometime in May.
The biggest news was the announcement that additional story content was currently in production. Nakanishi doesn’t reveal any details, only stating it will “delve deeper into the world of Requiem” and says the DLC will “take some time” to come to fruition.
Here is Nakanishi’s full message:
I’m Nakanishi, the director of Resident Evil Requiem. Our game was released on February 27th, and thanks to our players’ overwhelming response, we’ve already sold over five million copies. On behalf of the development team, I want to extend our heartfelt gratitude. Thank you very much!
We released an update the other day to fix a variety of issues, and we will continue to address any other bugs and performance issues. But that’s not all. We are also planning to add more content.
First, the much-awaited photo mode. On top of that, there’s another surprise coming around May. We’re planning to add a mini game. We hope to continue providing support on Resident Evil Requiem to live up to its positive reception.
Oh…one more thing. We are planning to make extra story content. In this story, we will delve deeper into the world of Requiem. We’re hard at work on it now. It will take some time, so we ask for your patience and hope you’ll look forward to it. Thank you again for your support!
One interesting bit is that before revealing the story DLC, Nakanishi comedically flips through various paper flyers bearing other promotional images. One image shows Leon and another, obscured, woman in a romance, James Bond-esque adventure called “Forbidden Requiem”, while another says “Biohazard Requiem DLC” that displays the game’s box art but with Grace and Leon’s heads replaced by cats. Another slide shows Requiem’s villain, Victor Gideon, sitting behind a poker table in a scene reminiscent of Buckshot Roulette or Inscryption. Before anyone gets excited about Capcom teasing additional DLC or spin-off projects, these images are very likely to be jokes and not actual content. But we suppose anything’s possible; Capcom sure acted like Leon wouldn’t be a thing in Requiem before his reveal.
New story DLC isn't a huge surprise given that Resident Evil 7 and Village also received substantial story expansions, but we're excited to see how Capcom builds off its excellent work with Requiem. For more on Resident Evil Requiem, be sure to read our review and then check out the announcement of the game’s Switch 2-themed pro controller and amiibo figures.
Ranking Every Game In The Super Mario Series

In the first four decades of the Super Mario series, Mario and his friends appeared in hundreds of titles, but in the core "Super Mario" series, the plumber was present in just 22 titles (if you include Lost Levels, Bowser's Fury, and Super Mario Run). While the series has some entries that are stronger than others, the Super Mario series doesn’t have a bad entry to date, so this list proved difficult to put together in an order we all felt comfortable with.
In 2018, we ranked the top 300 games of all time in our 300th issue. While that list was more about ranking games in terms of quality, importance to the industry, and cultural relevance, this list is just about our favorite games. So check out our rankings of the 22 core Super Mario games below!
Our Top 300 Games of All Time
In our April 2018 issue, we ranked the top 300 games of all time. As you may have guessed, Mario’s core series made several appearances on that list. That list may have had different criteria than this one, but now you can check out where Mario fell on our list of the top 300 games of all time in 2018.
2. Super Mario Bros. 3
26. Super Mario World
66. Super Mario Bros.
69. Super Mario 64
98. Super Mario Galaxy 2
181. Super Mario Bros. 2
224. Super Mario Odyssey
239. Super Mario World 2: Yoshi’s Island
22
Super Mario Bros. 2: The Lost Levels
Following the success of the original Super Mario Bros. in both North America and Japan, Nintendo opted to rebrand a Japanese game called Yume Kōjō: Doki Doki Panic as Super Mario Bros. 2 in the United States. The Japanese Super Mario Bros. 2 eventually made its way to North American stores with enhanced graphics through the Super Mario All-Stars package on SNES (pictured), but aside from an increased challenge from the original, it does little to elevate itself over the game that came before it.
21
Super Mario Run
As perhaps the tentpole release of Nintendo's mid-2010s push into the mobile market, Super Mario Run delivers an auto-runner experience that can be played with one hand. With the art style and many of the conventions of Nintendo's New Super Mario Bros. subseries, plus side modes, plaza customization, and levels meant to be replayed, Super Mario Run excelled at being a mobile auto-runner. However, amid the superb lineage of Super Mario titles as a whole, it falls short in terms of the iconic namesake.
20
Super Mario Land
The first handheld Mario adventure was a strong experience, but due to the technology of the Game Boy, it ended up being an extremely short romp through an unfamiliar world. The graphics aren’t anywhere near as good as Mario’s console releases, but Super Mario Land more than makes up for that with its portability and uniqueness. Still, it was an important step for the series, as well as the Game Boy handheld itself.
19
New Super Mario Bros. 2
Despite the name, New Super Mario Bros. 2 on 3DS was actually the third entry in Mario’s return to his 2D roots. While the game relied on the tried-and-true mechanics and introduced a fun side mission of collecting as many coins over the course of multiple playthroughs as possible, the level design doesn't quite stand up to that of the series' stronger titles.
18
Super Mario 3D Land
Sure, DS owners could play an enhanced version of Super Mario 64, but Super Mario 3D Land served as the first original 3D adventure for Mario on handhelds. The game paid homage to several games in the past – most notably Super Mario Bros. 3 – through its level design, musical cues, and power-ups. In addition, Super Mario 3D Land leveraged the glasses-free 3D capabilities of the 3DS to deliver some very cool depth-of-vision puzzles that wouldn’t be possible anywhere else.
17
New Super Mario Bros.
Following two successful 3D games in the series in Super Mario 64 and Super Mario Sunshine, Nintendo returned the franchise to its 2D roots. The result was New Super Mario Bros., the first 2D entry in the series since 1995’s Yoshi’s Island, and the first original handheld adventure since 1992’s Super Mario Land 2. In addition to bringing the excellent level design of past 2D games, New Super Mario Bros. also implemented cool new power-ups including the mega mushroom, which allows Mario to grow to unprecedented sizes and destroy everything in his path without breaking a sweat.
16
Super Mario Sunshine
After Super Mario 64 introduced Mario to the 3D platforming genre in such grand fashion, it was a tall order for Nintendo to live up to that release. While Super Mario Sunshine on GameCube was imaginative, colorful, and cleverly designed, many rejected the F.L.U.D.D. mechanics as too different from what fans want from the Super Mario series. Because of this, Super Mario Sunshine might be the most divisive entry in series history.
15
New Super Mario Bros. Wii
New Super Mario Bros. was seen as a big success when it launched on the DS in 2006, so when the sub-series made the leap to consoles with New Super Mario Bros. Wii in 2009, it was also a smash hit. With new power-ups and the introduction of co-op play, New Super Mario Bros. Wii gave fans of the series a new and exciting way to enjoy the classic style of gameplay.
14
Super Mario Land 2: 6 Golden Coins
The follow-up to Mario’s original handheld release upped the ante in many ways. In addition to being exponentially larger than Super Mario Land, 6 Golden Coins introduced the world to Wario, who would eventually become a mainstay of the spin-off franchises like Mario Kart, Super Smash Bros., and Mario Party. Wario proved so popular that he was given the spotlight for the Super Mario Land 2 sequel, subtitled Wario Land, which acted as the starting point for his own series.
13
New Super Mario Bros. U
As a launch title of the Wii U, New Super Mario Bros. U quickly became one of the faces of the fledgling console. New Super Mario Bros. U brought back all of the awesome cooperative play of its Wii predecessor but didn’t differentiate itself enough to fly as high as some of the other 2D entries on this list. However, the DLC (which features Luigi) is a blast to play through, and the re-release on Switch adds the ability to play as Toadette and the Super Crown power-up to transform her into Peachette.
12
Super Mario Bros. 2
Rather than bringing the original Super Mario Bros. sequel to the NES in the United States, Nintendo opted to modify a Japanese game called Yume Kōjō: Doki Doki Panic and rebrand it as a Super Mario Bros. game. Super Mario Bros. 2 was vastly different from its predecessor, but thanks to the catchy music, fun levels, and interesting new mechanics, it was another hit for Nintendo. The game also marked the first time that Princess Toadstool and Toad were playable in the series, and introduced multiple new characters that would go on to become series mainstays including Shy Guy and Bob-omb.
11
Bowser's Fury
The side-game nature of Bowser's Fury may make it feel like an afterthought in the Switch re-release of Super Mario 3D World, but those who took the time to explore the open-world adventure found plenty to love. The 3D series' core tenant of rewarding exploration is in full effect in Bowser's Fury, offering players some of the most enjoyable obstacle courses in the series. However, that is disrupted when Fury Bowser awakens, plunges the world into chaos, and sends Mario running for his life. These intense moments stuck with us long after the end of the abbreviated experience, making Bowser's Fury much more than a mere diversion from the also-excellent Super Mario 3D World.
10
Super Mario Bros.
The one that started it all remains an extremely strong game to this day. A small team led by Shigeru Miyamoto and Takashi Tezuka created what remains one of the gold standards of the video game industry. The game was spawned from a desire the two directors had to create a game that featured a larger hero that traveled through colorful environments in land, sky, and sea settings. The idea resonated with video game fans, and the most iconic franchise in the industry was born. More than that, Super Mario Bros. played a large role in solidifying the video game industry as more than just a passing fad following the North American industry crash in the early 1980s.
9
Super Mario 3D World
Following the success of Super Mario 3D Land on 3DS, Nintendo released a more ambitious game using similar mechanics, more power-ups, and enhanced level design for the Wii U. Super Mario 3D World also carried over the cooperative gameplay of the console releases of the New Super Mario Bros. series, making it the first 3D Mario to feature true co-op. To this day, Super Mario 3D World remains one of the strongest releases in the Wii U’s library. The Switch version not only adds online play to the fan-favorite adventure, but also an entirely new game called Bowser's Fury.
8
Super Mario Bros. Wonder
The long-awaited return of the 2D Mario series was met with astounding critical reception thanks to its creative level design, charming art style, and creative Wonder Effects. Grabbing a Wonder Flower in Super Mario Bros. Wonder leads to unpredictable changes in the level, enemies, and even Mario and his friends. Whether you're being shot into space, transforming into enemies, or kicking off a musical number starring the in-stage enemies, Super Mario Bros. Wonder keeps players on their toes. On top of that, it boasts the largest roster of playable characters in the franchise to date, as well as a customizable Badge system that lets players cater to their preferred play styles. Super Mario Bros. Wonder delivers joy around every corner, earning it a high spot in our list of the best Super Mario games to ever release.
7
Super Mario Galaxy 2
The second 3D adventure on the Wii, Super Mario Galaxy 2 carried on all of the amazing successes of Super Mario Galaxy while continuing to improve upon the level design. While it isn’t as original or groundbreaking as the original Super Mario Galaxy, Super Mario Galaxy 2 is noteworthy for bringing Yoshi into the equation and delivering some of the most clever 3D platforming levels of all time.
6
Super Mario World 2: Yoshi’s Island
Super Mario World was a tremendous success for the Super NES when it released in 1991, so nobody expected its sequel to change things up so much. Yoshi’s Island puts players in control of Yoshi as he escorts Baby Mario in order to save Baby Luigi from Baby Bowser. The game capitalized on the sudden popularity of new character Yoshi, and acted as a launching point for Yoshi’s own spin-off series.
5
Super Mario 64
The leap ahead to the Nintendo 64 dawned a new age for the Super Mario franchise. Super Mario 64 was a turning point as it kicked off the plumber’s 3D lineage. Not only did Nintendo nail its first 3D attempt with the series, but it set forth a blueprint that most 3D games would follow for years to come. Open-ended stages, a revolutionary camera system, and tight gameplay that make Mario a blast to control (add Luigi, Wario, and Yoshi to that last part for the DS version) are just the beginning of what makes Super Mario 64 so special. With pulse-pounding boss battles that pay homage to King Koopa encounters of past games, the impossible-to-ignore desire to collect all 120 stars, and absolutely stunning graphics for the time, Super Mario 64 was groundbreaking not only for the Super Mario series but for the industry as a whole.
4
Super Mario Odyssey
As Nintendo began charting a new direction for itself, so too did its mascot. Super Mario Odyssey took much of the familiar formula of Super Mario 64 and expanded on it in fun and unique ways. The addition of Cappy, a special hat Mario can throw to control enemies and inanimate objects, added distinct layers and myriad new ways to play within this long-running franchise. Mario's debut on Switch was a resounding success, delivering delight after delight as we discovered new and exciting secrets every time we jumped into the vast worlds of Super Mario Odyssey.
3
Super Mario Galaxy
Inspired by a GameCube tech demo from 2000, Super Mario Galaxy took Mario and friends to outer space, implementing interesting new mechanics like gravitational pull as well as some of the greatest level design the series has ever seen. Though the Wii relied heavily on motion controls, Nintendo opted to keep them at a minimum when it came to the core Super Mario series. That proved fruitful, as Super Mario Galaxy controlled even better than Super Mario 64 and didn't detract from the core gameplay with shoehorned motion controls. Super Mario Galaxy also introduced us to Rosalina, who has since made appearances in Mario Kart, Super Smash Bros., and other spin-off series.
2
Super Mario Bros. 3
The best-selling non-bundled game in the history of the NES achieved that title with good reason. The adventure expanded what it meant to be a Super Mario game in nearly every way from its two predecessors. Super Mario Bros. 3 introduced a huge number of fun and unique power-ups that changed the way the game played. Whether you were a fan of the traditional fire flower, you preferred to take to the skies using the new raccoon tail, or you were just glad Nintendo finally threw us a life raft in underwater levels with the frog suit, the team was extremely creative with its approach to empowering the players. And players needed that empowerment, as the later levels could be more difficult than what was seen in the series to that point. Super Mario Bros. 3 also introduced the overworld style map, which is still used in most games in the series to this day.
1
Super Mario World
Following up Super Mario Bros. 3 with a worthy successor may have seemed like an impossible task, but Nintendo somehow managed to do that and more. Continuing to use the overworld style map, Nintendo introduced more branching opportunities than ever before, encouraging players to explore each stage for hidden exits that unlock hidden areas. Players could also finally save their progress, encouraging them to take their time with finding every secret in the massive adventure.
With a pared down list of power-ups this time around, Nintendo instead decided to focus on fine-tuning the flight mechanics by replacing the raccoon tail with the better-handling super cape. Super Mario World was also where we all met Yoshi, Mario’s dino friend who gave him several awesome abilities in addition to granting him the ability to absorb an extra hit, blurring the line between power-ups and support characters. Epic boss battles, some of the greatest music in video game history, and improved graphics made this one of the most memorable games released on any platform. Even in a series that is known for its longevity and consistent level of quality, it is a gem that should be played by everyone who has ever held a controller.
If you’d like to learn more about the history of the Super Mario series, check out our Making Mario feature, where we talk to those responsible for the creation of the franchise. Do you agree with our rankings, or are we way off? Let us know your thoughts in the comments! And while you're at it, check out our ranking of the Mario Kart series here.
Fatal Frame II: Crimson Butterfly Remake Review - Frustration Behind The Camera

Reviewed on:
PlayStation 5
Platform:
PlayStation 5, Xbox Series X/S, PC
Publisher:
Koei Tecmo
Developer:
Team Ninja
Release:
Fatal Frame II’s reputation has always been intriguing. Hyperbolic phrases like “the scariest game ever made” have often been associated with the 2003 PlayStation 2 game, and I can frankly understand why after playing the remake. Fatal Frame II is frightening with its near-constant jump scares, oppressive atmosphere, difficult enemies, and arguably too much darkness. But more so than fear, the emotion I frequently grappled with was frustration.
Fatal Frame II: Crimson Butterfly Remake, like the original game, follows twin girls Mio and Mayu as they explore the haunted Minakami Village, a town that is just absolutely lousy with angry ghosts. The narrative, though intentionally vague and sometimes confusing, is engaging and follows the young girls as they grapple with the terrors of the village, its history, and a looming murderous ritual they must perform that sounds unpleasant. The quiet mood of Crimson Butterfly and the characterization of the sibling relationship are well executed, but fighting with the ghosts – the primary action of the game – is frustrating and usually ruins the mood.
The basic idea of using a camera to defeat attacking ghosts is a strong one, as it was when the franchise debuted with the first Fatal Frame in 2001. Looking through the lens as a ghost ambles toward you and holding out until the last second to “fire” off a shot is scary. But every encounter with a ghost takes too long. The initial encounter with every enemy is tense and fun, but the longer you spend taking pictures of the angry ghost lady with the big sleeves, the less scary she gets. I was so frustrated by the time it took to destroy a ghost, especially early in the game, that I worried I fundamentally misunderstood the basic concept, re-reading the tutorials and even looking up gameplay from the original game. But no, it’s by design.
Adding more than one ghost to the mix also just ups the annoyance rather than the terror. Running back and forth to each side of a small room as multiple ghosts trade off trying to grab you in a rhythm not conducive to photographing either of them stops being scary almost immediately. I am attempting to defeat the lingering souls of the undead, not trying to offer them multiple angles for an Instagram post.
And then, sometimes, the ghosts will become Aggravated, recover their health, and take even less damage from your photographs. Using the in-game term Aggravated is actually perfect, because it’s how I felt every time it happened. I would be okay with the challenges of fighting and photographing the ghosts, but it always hindered the fear factor tremendously, making every encounter less scary the longer it went on. Upgrading the camera and becoming a better photographer over the course of the game certainly helped with my annoyances, but I was never able to fully overcome them.
The jump scares are also overbearing and too frequent. Fatal Frame II relies heavily on them to unsettle the player, but they’re excessive. Reaching for items can lead to a jump scare; Opening doors can lead to a jump scare; Looking through the lens at an enemy also frequently leads to jump scares where ghosts will suddenly apparate right in front of you and scream in your face. It’s an unavoidable attack that can’t be predicted, which made me mad instead of scared. It doesn’t take long to recognize all the jump scare tricks being broadcast, and though it’s hard to deny they are effective and made me yelp, they quickly feel cheap and manufactured.
I like the setting and characters of Fatal Frame II. The quiet moments between photo-combat and jump scares are moody and ethereal in a way I admire. The overall stability of the game is perfunctory, to be polite, and the load times are long (but infrequent), but I do like how the game looks and the delicate performances of the dialogue. I don’t mind spending time in Minakami Village (even if I never, ever want to go there in-person), but the majority of Crimson Butterfly is spent behind the camera, which is where I was the most frustrated and, importantly, not scared.











