TitledShowdown, the new content puts 16 characters from Shovel Knight into a local-only brawler that blends the gameplay of Shovel Knight with multiplayer platform fighters like Super Smash Bros. or Rivals of Aether. Each character will also have their own story mode with dialogue and rivals along the way.
Showdown is coming to all the console versions of Shovel Knight, and PC, but not Vita or 3DS, likely due to a mixture of technological and sales concerns. If you already own Shovel Knight: Treasure Trove, you'll be getting Showdown for free. It will also be released standalone if you only want to throw down with some Shovel Knight characters without buying the rest of the DLC.
RIVALS OF AETHER is an indie fighting game set in a vast new world featuring a unique roster of characters - rivals. Instead of looking toward traditional fighting games, RIVALS OF AETHER is primarily inspired by the platform fighting series Super Smash Brothers. Rivals each utilize one of four classical elements - Fire, Water, Air or Earth, as they compete for the dominance of their home world, Aether. Every Rival possesses skills which can manipulate the battlefield in a unique way, creating an elaborate play style few others can mimic. Featuring incredibly fun couch multiplayer as well as the depth for competitive 1v1, RIVALS OF AETHER is planned for release in 2015.
Multiplayer Mode is an alternate game mode in Metroid Prime Hunters in addition to its Adventure Mode. The controls in both modes are identical, barring slight differences between different Bounty Hunters. Up to four players can battle at once, playing as Samus or one of the other six hunters present in the game. Players can compete in local and online matches, and exchange friend codes or add each other as rivals after matches or through Rival Radar.
There are seven play modes and 26 arenas. Players start with the Power Beam, Charge Beam, 99 Energy, 10 Missiles, an Alternate Form unique to each hunter, and the alt-form's abilities. Various Affinity Weapons, Energy, Missiles, and power-ups can be obtained by finding them scattered around the arena. Affinity Weapons have varying ammo capacities, while Energy and Missiles max out at 199 and 59 respectively. When defeated, players respawn with default equipment.
In Single-Card Play, one person with a copy of the game hosts a match and chooses an arena while up to three others can join and play as Samus. In Multi-Card Play, anyone with a copy of the game can create or join a match, and bots can also be added. Bots have three difficulties: easy, medium, and hard, and have different-colored armor depending on the difficulty. In Wi-Fi Play, one can find a game with random players or play with registered friends and rivals. If two or more players choose the same hunter, an alternate color palette will be applied to those who chose the hunter last. Players are ranked from 1-5 stars based on skill, and can be paired with others of the same rank when searching for a match.
Though the official Nintendo server for the game has shut down, online play is still possible by manually inputting one of Wiimmfi's DNS on the console's Wifi-Connection Setup. All of the features are functional through this method, including voice chat. The Wii U Virtual Console port of the game does not support online multiplayer.
If two or three bots are created for the same hunter, numbers will be added to the latter bots' names to differentiate them from the first one in the player list. For example, a match between four Samus Arans, one controlled by a human and the other three by AI, will feature the bot names "Sambot", "Sambot 2", and "Sambot 3".
Of the 26 possible arenas, only eight are initially available for play. The rest must be unlocked through various means. All except three are taken directly from single player with minor alterations, a trend of older shooters.
In Single-Card Play and when finding a random game over Wi-Fi, only Battle mode is available. With the latter, the settings are a 7 point goal, 7 minute time limit, no team play, and players vote on the arena.
All players are given a set number of lives (0-10); when a player runs out of lives they are out of the game. The last hunter standing wins. If a hunter doesn't enter the fray for roughly 20 seconds, their location will be revealed on the other players' visors.
While one is the Prime Hunter, their health drops at a steady rate and they have to kill to replenish (70 Energy is restored for each kill), but they have increased speed and the affinity effects of all weapons. If the Prime Hunter dies by suicide instead of at the hands of another player, the next player to get a kill becomes the Prime Hunter.
Players are organized into Orange and Green teams. Each team has a base with an Octolith. The objective is to steal the other team's Octolith and return it to one's own base while one's own Octolith is still there. Entering Alt-Form while in possession of an Octolith will cause the player to drop it. Each successful capture of an Octolith gains the team behind it a point. The first team to reach the designated number of points (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, or 25) wins.
If the Auto Reset option is turned on, the Octolith is reset at the base when the carrier dies. Otherwise, it is dropped where they died, and can then be claimed by anyone else. If it lands in an unreachable position, it will reset.
Similar to Capture, the goal is still to bring an Octolith to a base. The difference is that teams are not necessary, and there is now a single Octolith which must be brought to the only base. The objective is to be the first to reach the set point goal by bringing the Octolith to the base the designated number of times.
Several rings will be placed around the battle field. A hunter who stands alone in a ring for ten consecutive seconds gains control of it. Leaving a ring will reset the capturing progress, and it will be halted if another hunter enters the ring at the same time. Nodes can be taken from other players. A point will be added to a hunter's score every few seconds for each node in their possession. Once a player reaches the set point goal (40, 50, 60, 70, 80, 90, 100, 120, 140, 160, 180, 190, 200, or 250), that player is the winner and the game is over.
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